Menu

Show posts

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.

Show posts Menu

Messages - exodus1028

#1
Quote from: Serenity on September 02, 2016, 05:28:30 AM
I really miss the storage system already :)

I've only played a few games with it, but now that it's not available I have this huge fridge and it's kinda annoying

i second this, i dont really like how the quantum storage stuff works.
I'd rather have designated deep shelfs for one items or two. yes that needs more space, but I have much better control on what is stored where and also provides better visuals and usage (dont have to cycleclick through dozens of items).
#2
kinda makes sense, completely forgot about that, that they come minimized ....bummer, this might indeed be the entire case here

thanks for pointing that out ;)
#3
Ok, since i dont get a reply in the PrepareCarefully - thread, i'm gonna ask here

i understand that the haulerbots are exclusive to traders by design

but what if i want them to be selectable in preparecarefully?
is there a tag i have to add/modify in the def?

thank you for both the work & the answer :)
#4
ok, 2 quick things

1.) anybody been able to have the AllowTool added and working with this modpack?
2.) the modpack contains the ESM - MineVein mod, i see no such command in the orders-tab...what do i miss here?
#5
Hello,

i love the haulers from the MIA-mod, i understand that they are purchased ingame...but lets say i want the option to start with them, how can i add them to the list of items the colonists can start with?

or phrased differently, how exactly knows you mod what items to list there and which not?
certain tags that have to be applied?

thanks for your help
#6
Quote from: Fluffy (l2032) on December 07, 2015, 07:21:57 AM
Hey exodus,

Thanks for the offer, but the problem is a bit more complicated. The workgivers weren't really intended to be exposed to the user, and as a consequence they don't have any user friendly labels defined. The way they're displayed is basically the verb used for reporting pawn status and a tooltip with an attempt to prettify the defname for the workgiver, since that's more or less all I had to work with.


label = workGiver.verb.CapitalizeFirst();
// very naive camelcase splitter, should help make things a tad more friendly, added sentence casing.
// http://stackoverflow.com/questions/773303/splitting-camelcase
tooltip = System.Text.RegularExpressions.Regex.Replace( workGiver.defName, "([A-Z])", " $1", System.Text.RegularExpressions.RegexOptions.Compiled ).Trim().ToLower().CapitalizeFirst();


If you have a better idea, I'm all ears ;) This particular bit of code is in here; https://github.com/Karel-Kroeze/RW_EnhancedTabs/blob/master/Source/BetterAnimalsTab/Dialogs/Dialog_Priority.cs, around line 500. This is a fairly recent bit of code, so unlike the earlier code, this file is actually fairly well documented/structured ;).


alright, just came back from work, its 1am here and i wont delve right into it now...but you can be sure i'll have a closer look at this tomorrow/following days

looking purely at this (of course not knowing as of now, how exactly all this is interfaced etc.) i could imagine doing some sort of wrapper, as i mentioned above....easiest would be to load the required translationstrings into an object, based on what language the client runs on, then  make some sort of case loop or lambda expression to assign "label" and "tooltip" the specific strings of the object, and based on that hand our desired strings back to the label/tooltip, instead of the raw ones you assigned above

only thing I'd need to know for that would be all possible verb-strings

but thats just a quick shot and may be completely unfeasable, we'll see

Quote
As for translations, most (I'm aiming for all, but I'm sure to have missed one somewhere) of the strings I use that are not taken from other defs are defined as translatable strings. Check out https://github.com/Karel-Kroeze/RW_EnhancedTabs/blob/master/Languages/English/Keyed/Keys.xml . You can provide a German translation by copying that file, and translating all the strings to German. Then put the new thing in /Languages/German/Keyed/<name>.xml, and it should work. I'll be happy to add that to the release, with proper credits of course!

will have a look at that, too...this is just a matter of a few minutes ;)

i guess i finally will have to make myself more familiar with git..for some reason i never went into it, it always looked kinda messy for me lol  Oo ;)

catch ya later!
#7
I never had problems with hauling :) with the MVP i can buy hauler-bots, they are quite cheap for the ease in workload they provide
the colonists essentially only do the crafting

the MVP i use comes with the enhanced tabs mod actually, i just didnt realize that cause the labels are a mess on my german client...it was just confusing at first glance so i didnt really look closer there and forgot about it

i offered fluffy translation help though to clean that up, i'll see if thats possible

on the #2 of my request, just putting beacons everywhere you need them/store your stuff works perfectly...as I mentioned earlier, my fault was just to assume each beacon would have to be in an unroofed area + didnt know multiple ones would build some sort of network enabling access across the board
#8
im using the MVP since i've bought the game (like 2 weeks before), only as of late i started to look closer which mods are included when i ran into problems settings work priorities on my colonists

I've noticed the job priority list, but the workgivers one gave me headache, the entries there are confusing, meshed between english/german (I'm on german client), yield entries labeled the same, provide no tooltip etc...

I'd like to help you out providing an update there...correct labels & tooltips, for my fellow germans that use your mod aswell
I found the language-folder and the keys.xml
While getting an translation there is no problem, it doesnt exactly target the workgivers

which file would i have to look at? are those labels hardcoded or could you, say, easily implement some sort of wrapper that choses different translation files based on what language the client runs on?

TLDR; if you are interested in adding a german translation, what exactly do you need? (i can write xml/c# well enough if required, at least i think so  :o)

keep up the great work :)
#9
Quote from: polis27 on December 05, 2015, 12:21:33 PM
This mod here may help with your problem. It set what job got priority first. https://ludeon.com/forums/index.php?topic=15964.0

this is interesting, thanks alot! not exactly what i meant, but good enough to priorize a certain table!
i have not yet tried to combine multiple mods, gonna try to get that to work with the mod variety pack...thank you! :)
#10
Quote from: Masquerine on December 05, 2015, 08:59:32 AM
Easiest way to priority focus a single bench would probably be to make a small zone around the table/materials and assign it to a crafter, so that tiny work area is the only place he's allowed to go. That way he won't choose one of a dozen benches to work at, he can only make glass.

this is actually quite awesome, never thought of that...definately quickly set up and better than messing with the material chains ive already set up

if this works aka he is able to leave the area to acquire necessary components, this would work

I still do vote for a convenient crafting-order list

Quote
As for trading, best way is to just fill your base with a bunch of orbital beacons, which one of them having access to outside. I find that I already get swamped on hauling jobs doing everything else, and there would never be enough time to haul things to a specific trade zone in time. More beacons means everything within range is ready for sale at any moment.
The beacon outside is for your silver.

interesting idea, a bit of misconception from my side here then
i thought that beacon wouldnt work inside buildings and also needs it drop-area being set up to show the items in the tradescreen...now when i put a storage unit in it i thought that any otherwise defined storage area would be overwritten and therefor the beacon wouldnt include the contents of the storage units

I will mess around a bit with that, thanks for your input!

@the others
yes i always run my tables in the "do item until have x at stock" mode
however, there are times when multiple stocks are ran down and, by all preplanning, you cant have everything on spot ALWAYS, especially with the random events droppin in here and there, which was the case of the food dropout i described above... early winter + some sort of "destroy harvest" things wiped out nearly everything, while i can still do some hunt i thought it would be better to set up hydros...i had everything in place basically, power, required raw mats (stones/sand)...yet they somehow rarely chose to make the glass....at that time i had planned several pen areas, it was already in construction plus along all the daily stuff at hand, it kept my colonists busy (refilling stock, cooking food, hauling stuff around yadda yadda) and they never actually went to the glass table - that looked somewhat inconvenient to me

so yeah, this was all about desperation mode, when the sh*** hits the fan and i need to do important adjustments, were i felt i should have better tools at hands to control that area of the game
#11
Aquired the game lately, LOVELY sandbox game!

I have two issues though. Please note, I use the Mod Variety Pack to add further depth. My 2 Problems though arent related to that specifically I think.

1.) Crafting priorities:
The more advanced i get on a map, the more often i get stuck in certain loops of needs.
I understand i can priorize Jobs. But setting more colonists at priority 1 for crafting doesnt quite do the job since there is no priority list for which crafting table to use first. Maybe this would qualify for a feature request, or i just dont get it.

Example, I'm realising its late Autuumn and I'm not that good with enough food for winter for whatever reason. So I want to quickly set up a indoor room with hydroponics. My mod requires me to have glass for constructing that. I also have enough raw materials to do that and I've set it to highest priority on the particular workbench, but because this workbench is just one out of like a dozen, my colonists keep working on other tables like stone cutting or whatever to refill stock.

Of course i could cancel/suspend tasks on those tables, but i think this is VERY inconvenient.
Also manually priorizing the colonists is inconvienient, cause lets say i need like 6 hydroponics, each requires 60 glass (just out of my head, doesnt matter) thats 360 glass total....one crafting process nets in 15 glass, that would be 24 manual clickings.

It would be much easier if there was a priority list on all goods, where i can quickly push that one item in dire need to the top of it and colonists do their jobs respectively (hauling & choosing appropiate workbench).

Is there another way to work around that, without breaking all current (otherwise fine) settings, to achieve the desired tasks asap?

2.) I understand for in order to appear on the traders screen, items must inside the zone of the orbital beacon.
I dont exactly like that tbh. And besides, why are animals excluded from that?
Anyways, I dont want to store everything within said zone only to be able to trade them. There are often times where i have one certain item in excess and could trade away a portion of it. I cant do that without hassling around with many storage settings.
Why cant there be some sort of filter, a setting on each storage area that toggles availability of the items contained to the trader?

Or do i just miss a point here?

I like to store my stuff where i need it for short ways. And setting up multiple beacons there wouldnt work anyways since each storage unit is basically its own storage area.