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Messages - UnlimitedHugs

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1
Releases / Re: [A17] HugsLib (3.1.2) Lightweight modding library
« on: October 06, 2017, 05:10:43 AM »
Thats would be very efficient and stands in no correlation to me being lazy.
Soooo .. whats the name of the Defs ? ;D

I wear my laziness as a badge of honor- it's a sign of professionalism :D
As for the defs, check out Core/Defs/Scenarios/Scenarios_Classic.xml- you should be able to turn your custom scenario into a def by copying it from your save folder. It's mostly the same format.

2
Releases / Re: [A17] HugsLib (3.1.2) Lightweight modding library
« on: October 06, 2017, 04:37:40 AM »
Is it possible to use Custom Scenarios for the Quickstart Option ?
I can only see the basic three, even though I created several custom scenarios now.

Turns out, the quickstarter only considers scenarios loaded from XML defs at the moment.
I'll see if I can enable custom and workshop scenarios, as well.
Thank you for letting me know.

3
Releases / Re: [A17] Allow Tool (3.2.3) New tool: Finish off
« on: September 27, 2017, 05:16:00 AM »
I only got the haul+ worktype, the haul+ tool and the select similar tool activated and I stil can rightclick the select similar tool and select the whole map.
And I noticed my guy are now hauling perishables before anything else. Since I got no other mod that alters work related stuff I guess it must be a feature of allow tool?

Nice catch, I'll fix the context menu disabling in the next update- right now it just seems to hide the right click icon.
As for the perishables- Allow Tool should not affect any haul priorities outside of Haul Urgently.

The "select the whole map" is from another mod.
https://ludeon.com/forums/index.php?topic=34797.0

Select Similar is definitely an Allow Tool feature, since I distinctly remember writing it myself :)
Guess the other mod's author didn't know about it, so he made his own.
But hey, it's all good- I don't mind.

4
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: September 25, 2017, 06:22:28 AM »
Why not create a Map painter instead ?

Adding to what maculator said, making a good map requires effort and implies full knowledge. Most of the time I can't even be bothered to come up with a name- much less draw a whole map :P
Still, we could use a nice map editor mod.

I'd love to see a option where map reroll gives you 9 previews only and you got to choose one wich then is your map without further rerolls. It should choose 9 mostly different maps (not 9 maps wich are almost similar) wich it then presents to you to choose, no resource costs, no more reroll. Thad'd be the best way I imagine.

Interesting idea. How would the game decide if a map looks too similar to another, though?

5
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: September 25, 2017, 03:58:11 AM »
Would it be possible to add a button to recenter a map around the home area? I keep finding good situations located close to the edge of the map. They would work, but I hate it when raids appear right next to my wall, and also some resources are a long walk away. Wouldn't it be nice if we had a tool to "Recenter Map" around the home area? The tool would delete cells far from home, and generate the same number of cells on the opposite side. In effect, the map edges would move, putting the home area dead center.

Hello!
While a neat idea, it would require a near complete overhaul of the vanilla map generator. Unless it were a commission, I'm steering well clear of that :)

6
Releases / Re: [A17] Allow Tool (3.2.3) New tool: Finish off
« on: September 21, 2017, 06:42:44 PM »
For the other issue, I'm not sure how the code for priorities works, but I guess it would be like: send job check after current job done (or partly done, in case of crafting) in priority order > if one is found, process to the new job and skip the rest > prioritize closest location (bench to craft, or tile to work, or item to haul) in the same work group. Since it skips the rest of the job, it also disregard if there's any possible job closer and just go across the map to finish the higher priority one and that's the main problem.
So if we can't just force check all possible jobs (performance issue), how about forcing a single distance check after it passes the "pick a job" phase ? It would be: check for job > find one > look for closest location > distance check if it's higher than what we set > if it's not, process to the job like normal (skip the rest); but if it's higher than the value set > discard said job, process to the next one in priority order.
There might be problem if there're too many jobs queued around the same area, but it can be easily take care of since 1. we usually (and are recommended to) set only a few specific jobs for each pawn; and 2. we can manually prioritize pawns to do specific job somewhere far away, and it will keep working around that area until everything's done or when told to go somewhere else again.
Another problem would be when they finished everything in 1 area far away from other jobs and all distance checks ended up fail and pawn goes into idle, we can disable check only for idle pawn. Even better if we can manually change distance check in game for each pawn like the slider in work benches.

Could work, but you'd have to manually send each colonist to the work area first. Also, needs have higher priority than work, so they would soon loose interest in the area and return home.

7
Releases / Re: [A17] Allow Tool (3.2.3) New tool: Finish off
« on: September 21, 2017, 05:24:01 PM »
Aww thats sad. But since I'm a huge Kerbal Spaceprogram addict I know the struggle with only using one CPU-Core, and constant mod breaking updates aswell^^ Well micromanaging my hauling with haul+ and dedicated zones works pretty well, just would've been nice to have a zone that does this by itself.
One last question:
How does haul+ interact with other mods that alter hauling? Like "Cooks can refuel", "Hand me that brick", "Refactored Workpriorities", etc..
Since I'm not a coder I'm always scared that I screw stuff up if I put in to many mods of that kind because they could interference with each other.
A "Workpriorities Master Mod" would be great to have, all those mods put in one pack with options.
Edit: To specify whats going on in my mind:
In my mind, the one of a non-modder/coder, haul+ is a worktype and the tool provides the orders for the workers. So one could patch the "refuel stove", "haul perishables", "haul material to blueprints", etc. to be a "haul+ worktype" so its only one worktype for all and less drama for everyone.
A set of options to toggle functions and BAM my dream mod is done!

As far as I know, there are no conflicts with any other mods. Rimworld is fairly modular internally, so it's generally not difficult to stay out of each others way.

A catch-all mod sounds nice conceptually, but it's still a lot of work. Authors would have to agree to surrender their work or cooperate, and I don't know which one of the two is worse :D
There is always room for improvement, but with hundreds of man-hours required to produce good work it's essential to know how to pick your battles.

8
Releases / Re: [A17] Allow Tool (3.2.3) New tool: Finish off
« on: September 21, 2017, 03:24:53 PM »
Just wanted to say thanks for the haul+ part. Was looking for that kind of thing for a long time. I disabled everything but the haul urgently part of the mod, so I cant say how the other stuff plays (exept a few mintes seeing what it does), but the haul+ part is the best thing in the world.

I was thinking about a "Everything+"-Zone. Like you set the zone and everything in it wich gives work will be priority number 1.
But even while I have no idea bout modding I can asume this would be problematic because it essentially doubles the amount of things the game has to sort and determine wich to handle when.
Well thinking and asking is free, so concider this my free thoughts.
And this my free asking:
At some point would you concider pushing just the haul+ as a mod?

Cheers and thanks again for this awsome mod and the lib of course!

A generic high-priority tool is a good idea- something I considered myself, as well. Unfortunately, due to the way jobs are currently assigned, it would come at a significant performance cost. Every marked tile would have to constantly be checked for every work type... by each colonist. There are ways of optimizing this, but it would require a fair amount of work.
Also, there is the issue of detecting when work has been done and the mark can be removed. Simple for mining or hauling items, but problematic for, say, a workbench.

Splitting off priority hauling into a separate mod is not worth it, in my opinion. There is a good deal of overheard associated with maintaining a mod, including cover art, steam and forum page management, publishing releases- the works. Making features optional is an easier way of going about it, I find.

I appreciate your comment.

9
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: September 06, 2017, 06:47:16 AM »
This is by far the most usefull thing to have for someone who doesnt use "prepare carefully". I don't like creating the perfect colonists, but generating some usefull colonists just to redo all the work because my map was the worst possible thing that could've happend sucked!
Thank you so much.

Question: I use it with the terraforming mod (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) and didn't notice any problems so far, I guess. I got the feeling that the prediction image is slightly off, but thats about it.
Can you tell me if the altered map genertor behaviour gets overwritten by map reroll? Wich mod should be loaded first?
Thank you again.

I'm glad you're putting the mod to good use. That's what inspired me to start it in the first place.
As for preview accuracy, it comes at the cost of performance- more mod compatible previews would take several times as long to generate, which is impractical for our purposes. Frankly, I'm glad I was able to add at least some compatibility.
Mod order should not matter, since MR does not add any map generation steps of it's own.

10
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: September 03, 2017, 07:03:48 AM »
Hey, I tried what you suggested. Deleting the Hubslibchecker dll seems to have prevented the error from that, but still having the other errors, and mod still does not function.
I will send the log directly to you again.

These errors are usually caused by mixing x64 and x86 libraries, but I can't say what the exact cause is in this case. Reinstalling the .net framework may help, but other than that I'm drawing a blank.
Are you having any better luck with other mods?

11
Releases / Re: [A17] HugsLib (3.1.2) Lightweight modding library
« on: September 02, 2017, 07:18:59 AM »
If anybody thought: "Verdammt, ich wünschte die paar Zeilen Sprache die HugsLib liefert wären in Deutsch!"
I made a German.xml for personal use but maybe someone else can make a use of it too.
https://github.com/maculator/Alles

I could include this in the next update if you want to send me a pull request.

12
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: September 01, 2017, 12:51:01 PM »
Love the mod.  You should be proud.  :D Great work and thanks for sharing!

I appreciate the kind words :)

Hey, I checked my file structure and mod structure and all is fine there. I had an error trying to export the logs (I'm non-steam so not sure if that's an issue) but I will send the error messages to you directly.
I'm actually thinking this may be an issue with my Hugslib. Does Hugslib have a settings option in mod settings? As i'm not seeing either that or the Map reroll settings.

This is odd.
The publisher is not linked to Steam, so that should not matter. You could send me the full log file without the publisher, though- it's this file: Rimworld/RimWorldWin_Data/output_log.txt
Also, try deleting the $HugsLibChecker.dll file from the MapReroll/Assemblies folder and running the game. It's not essential, but seems to be causing a loading error.
HugsLib may be involved, but I need to take a look at the full log to tell you more.

13
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: August 31, 2017, 10:24:39 PM »
Hey, I'm having issue's getting this mod to work.

Hey. Could you publish your log for me? Press Ctrl+F12 when you see the errors and post the link it gives you.
Also, do check that your folder structure is correct- it should look something like Rimworld/Mods/MapReroll/Assemblies/MapReroll.dll

14
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: August 25, 2017, 03:42:48 AM »
With multiple mods, if you regenerate the map a couple of times, or try to go past screen ~5 of map previews, Rimworld will crash out to the desktop. Something's leaking.

Crashes are still a thing, since the game runs out of memory after loading several large maps. Remember to save your progress and keep an eye on the task manager if you're rerolling large maps with multiple mods.

15
Releases / Re: [A17] Map Reroll (2.1.1) Now with map previews!
« on: August 24, 2017, 11:43:07 PM »
Updated to 2.1.1

Due to an oversight, some map resources were consumed each time a rerolled map was loaded. This has now been fixed. Kudos to sunwolz for spotting and reporting the problem.
Additionally, arrows pointing to rerolled geysers will now properly expire when the game is paused. I've also added the option to disable them entirely.

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