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Messages - SSS

#1
Well that's... odd. It seems to be working now. I failed my first attempt at the map I'm working on, so I started again from scratch later yesterday evening. I had removed the mod from the active list, but after putting it back in now to show you guys, it works. Priorities are saving properly.

I have no idea why it wouldn't have worked before, yet does now.
#2
Quote from: joaonunes on June 07, 2016, 07:45:26 PM
Quote from: SSS on June 07, 2016, 07:12:02 PM
I've encountered a bug with the beta work tab release, Fluffy... The work priorities don't save! In other words, in the current state you have to set your work priorities for every colonist whenever you reload a save. Favorite setups don't save either. Not fun! The work tab works excellently otherwise.

Also, although it doesn't affect me much since I haven't used it until now, as sirgzu says, the animal tab is the vanilla tab at the moment.

Fluffy, wasn't this fixed? I'm confused... Also, are you talking about the work priorities present in the "vanilla" priority tab or the "Dwarf Fortress style" work tab?
The "vanilla" tab. I would test to see if it's the same with the "dwarf fortress" one... but I don't want to set up everything yet again afterwards. <.<;
#3
I've encountered a bug with the beta work tab release, Fluffy... The work priorities don't save! In other words, in the current state you have to set your work priorities for every colonist whenever you reload a save. Favorite setups don't save either. Not fun! The work tab works excellently otherwise.

Also, although it doesn't affect me much since I haven't used it until now, as sirgzu says, the animal tab is the vanilla tab at the moment.
#4
Mods / Re: [Mod Request] Enhanced Manual Priorities
June 07, 2016, 01:50:28 PM
Quote from: Fluffy (l2032) on June 07, 2016, 03:33:37 AM
Check out the beta release of Fluffy Tabs in my Enhanced Tabs mod thread. I think you'll find it quite interesting.
This is exactly what I wanted and more. The addition of colonist mood and current job indicators to the work tab is also very very nice, and the optional advanced priorities setup looks pretty sweet too (especially since its base state comes from your current vanilla priorities setup).

Thank you, Fluffy! :D
#5
Mods / Re: [Mod Request] Enhanced Manual Priorities
June 06, 2016, 09:57:03 PM
Maybe make it a text box instead of click-through? I don't know how much more difficult that would be, but I personally wouldn't mind having to click through twice the current amount if I could set up everything the way I want it once instead of having to continually changes priorities, as you're suggesting I do.

The reason I want this is to reduce active micromanagement. I want to be able to set everything up the way I want it one time and not have to worry about it again. Since the only thing that could drastically change a colonist's best usage of time (neurotrainers and maybe bionics) come in the late game that translates to a heck of a lot less (continual/active) micromanagement.

You could arbitrarily call any degree of micromanagement culling "laziness" if you wanted. It seems more like an excuse than a real counterargument.

Anyway, are you actually considering making this mod for me if I explain myself, or are you questioning my preference for some other reason? This is the way I want to play. It not being the way you want to play isn't going to change that.
#6
I downloaded the tiered version and it's not preventing my colonist from degrading from skill 20 to skill 19. It's definitely installed properly and active.

Quote from: hector212121 on May 04, 2016, 04:17:39 PM
People don't talk about this enough, so I couldn't find it. Skill decay at level 20 became a thing, so this mod is apparently now a must have!
This is what pushed me to come here as well;skill decay at level 20 is very annoying.
#7
Mods / [Mod Request] Enhanced Manual Priorities
June 06, 2016, 04:41:36 PM
Simply put, four is not enough. Increasing the number of manual priority sorting numbers to six or eight would be very much welcome, but it's beyond my current modding capability.
#8
Quote from: hwfanatic on June 06, 2016, 03:29:38 AM
So, in the next example, it is the temperature between 7 and 12 degrees that you are talking about?

[im g]http://i.imgur.com/j9O6efl.png[/im g]
http://i.imgur.com/QauI119.png

Below 7 degrees the pawn will have "slept in the cold" thought.
Between 7 and 12 degrees the pawn will have both "slept in the cold" and "hot" thought.
Above 12 degrees the pawn will have "hot" thought.
Above 32 degrees the pawn will have "extremely hot" and "slept in the hot" thought.

So, no temperature where there are no thoughts, is this what you mean?



I am following this topic to see what the devs have to say. To my mind this can be easily circumvented by wearing something a bit lighter. Temperatures below 100 are not commonplace and there is no need to wear full muffalo wool apparel. But, I agree. If it's a bug - should be addressed.
You understand the problem. At 12 degrees the pawn will still have the "slept in cold" thought, and at 13 degrees the pawn with have the "too hot" thought, leaving no happy temperature. I was just saying that having both thoughts on a pawn at once isn't necessarily a bug in and of itself since it could potentially occur through legitimate means.

As for changing outfits, again, this can make playing in extremely cold biomes more frustrating in a sense that has more to do with interface and micromanagement than it does with challenge, since you'd have to continually swap out each pawn's outfits before and after they go outside in order to avoid unhappy thoughts.

tl;dr: Yes, we're on the same page.
#9
Quote from: hwfanatic on June 05, 2016, 04:05:52 PM
No, of course. Apologies. I didn't understand you meant having both thoughts at the same time is the bug. It's not clear from your bug report what you expected to happen and what actually happened.
The bug isn't necessarily that both thoughts can occur simultaneously; I could imagine a legitimate scenario spawning both thoughts if a pawn went to bed in the cold and their room was afterward heated up to the point that they woke up sweating.

The bug is having no temperature at which one of the two thoughts ("slept in cold" or "too hot") does not occur. I stated this explicitly in the opening post: "...which can, in extreme cases, create a scenario where a colonist is always either too cold or too hot in their sleep".

#10
Quote from: hwfanatic on June 05, 2016, 02:28:22 AM
How could it conflict with modded clothing? It is a fixed ambient temperature threshold i.e. as long as you keep your base temperature between 16 and 29, you should never get it. Now, I agree this is something I'd like to be reconsidered, but is it a bug? Not sure. Don't think so.
It could conflict with any modded clothing that decreases a pawn's maximum comfortable temperature below the fixed threshold you speak of, like an all muffalo wool outfit currently can in vanilla.

If you're saying Tynan intends for there to be outfits that cause a no happy temperature scenario, then I'd rather hear it from him. As milon says, anything that goes against intended design is a bug.

This might not be an issue if there were a way to have pawns automatically changes outfits, like an outdoor outfit and an indoor outfit (so pawns aren't sleeping in parkas), but that's more along the lines of a design request than a bug report.
#11
Bugs / Re: Jaw shot off, still eats
June 05, 2016, 02:26:05 AM
Eating could be changed to something like chewing.

Or eating really could be disabled until a jaw is installed; maybe add a help tip so new players know what to do.

I don't think this is a big issue though. If you were so disfigured that you were truly unable to eat, then it would likely be your neck that is disfigured rather than your head-- and you're not very likely to be alive if your neck doesn't work anymore. I could however see lacking a stomach leading to inability to eat (er... at least without "consequences").
#12
Quote from: BlackSmokeDMax on June 04, 2016, 08:41:13 PM
I thought clothes don't count during sleep. Could be mistaken of course.
Quote from: hwfanatic on June 05, 2016, 02:02:55 AM
AFAIK the "slept in the cold" and "slept in the heat" have a fixed threshold.

Yes, that appears to be the case. What I'm saying is that this is leading to what appears to be an unintended effect, in that in some cases it is impossible to avoid having a colonist with a negative thought for either being too hot or too cold. A cold lover in all muffalo wool clothing will either be too cold in their sleep or too hot-- there is no middle in which there is no negative thought.

The reason I'm saying this is a problem with the way "slept in cold" is defined rather than a problem with muffalo wool clothing is because the way "slept in cold" is defined (i.e. a fixed temperature threshold) could also conflict with modded clothing. Tynan might disagree with that perspective, but I'm fairly certain that this is a bug that needs to be tackled in one way or another.
#13
Simply put, a colonist can get a negative "slept in cold" thought when they really shouldn't be cold given what they're wearing. It seems the slept in cold thought is tied only to the temperature which can, in extreme cases, create a scenario where a colonist is always either too cold or too hot in their sleep. This is particularly annoying in the ice sheets biome since you need to have your colonists bundle up very well.

To reproduce:

1. Spawn a pawn with the cold lover trait in a very cold biome
2. Clothe pawn in a full muffalo wool outfit (i.e. pants, shirt, parka, tuque).
3. Heat room to just below their maximum comfortable temperature (~50ºF/10ºC).
4. Have pawn sleep in room.
#14
Quote from: 1000101 on May 10, 2016, 07:32:57 PMwhy would smaller things take more resources???
The same reason it takes more milligrams to make up a kilogram than it takes grams to make up a kilogram.

If a single gold resource is 1/20th the size of a single steel resource, then it makes sense it would take 20x more gold resources to make an object in gold instead of steel.
#15
I'm not sure if it's a A13-specifc bug or not since I never tried it in previous alphas, but when starting with a large number of colonists (~10) and a massive amount of items, the drop pods don't spawn all of the colonists (spawning only 4-6). I'm guessing the drop pods can't find a valid/open spot to spawn the colonists in, so they don't appear at all. Animals don't all spawn either, if they do at all.

If there's any way to fix this, it would be appreciated. Doing a themed playthrough will be much more tedious if I have to manually spawn in the colonists and/or items I want to start with through dev mode.