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Messages - avilmask

#1
Releases / Re: [1.0] Common Sense - basic AI tweaks
January 24, 2020, 11:18:38 AM
Quote from: Canute on January 24, 2020, 11:12:51 AM
Like i said, someone not me.
https://ludeon.com/forums/index.php?topic=50107.0

Just test it myself, not these error but a warning
https://gist.github.com/d36d4f420d879bd5382aab67a60e1b6f
This warning is normal and quite common. It happens because engine thinks that I USE a method before it's initiated, while I only just adding (injecting) it, not actually using. You can get this warning and with another complicated mods.
#2
Releases / Re: [1.0] Common Sense - basic AI tweaks
January 24, 2020, 10:44:41 AM
Quote from: Canute on January 24, 2020, 04:25:48 AM
avilmask,
someone just post this logfile
https://gist.github.com/HugsLibRecordKeeper/d5fb23e2a74faf91a710202f40851c14
...
Does this error mean Common sense try to patch Dub hygiene but that mod isn't active.
Hm, not supposed to happen. I make play tests without bad hygiene, and never had any issues, since changes supposed to be applied ONLY if mod is present. I guess I should take a look into it.

Could you please try to use the mod ALONE? To be sure that nothing else interferes with the mod.
#3
Releases / Re: [1.0] Common Sense - basic AI tweaks
September 30, 2019, 07:03:28 AM
Quote from: Think3r on September 28, 2019, 07:37:09 AM
Dear avilmask,

would you please create "releases" in Github when you added new features or fixed bugs? Then, I'd get notified. I don't use Fluffys Mod Manager as it lacks the overview of the Vanilla mod window.

Greetings
Alright, I'll try to make something happen.
#4
Releases / Re: [1.0] Common Sense - basic AI tweaks
September 27, 2019, 06:19:16 AM
Quote from: Pangaea on September 26, 2019, 01:57:19 PM
Small query:

Noticed this when looking through some changed files. Is the incorrect spelling actually correct in code terms, or should it be "tending" ?

From OpportunisticTasks.cs

if (Settings.clean_after_tanding && condition == JobCondition.Succeeded && __instance.jobQueue != null &&
It's a misspell :)
#5
Releases / Re: [1.0] Common Sense - basic AI tweaks
September 25, 2019, 06:12:17 AM
Quote from: Pangaea on September 24, 2019, 03:13:52 PM
I had this very same issue and it annoyed me. Coupled with the other idiocy of people refusing to stay in bed in hospital... gah!

Thankfully there is a solution to this problem. Go into the mod settings and turn off the option of people cleaning their workstations before using it. For some reason that includes people going to bed too, including when they are bleeding to death and would prefer to clean the hospital instead of living.
I remember that issue. It was fixed this or last month. Now injured pawns (that need tending) ignore cleaning opportunities.
Also there was added a limit on how much pawn should clean, base value is 5 patches of filth, but can be changed in mod settings.
#6
Releases / Re: [1.0] Common Sense - basic AI tweaks
September 23, 2019, 11:37:05 AM
Sorry for getting drifted away from ludeon page of my mod. Didn't play the game for awhile, and then I kinda forgot that I have more than a steam page for a mod :P Still, my github version is always on par with steam version. Maybe I should unlock issues tab on github, because I actually get notifications from git, unlike ludeon forum (changed some settings in my profile. I hope now they gonna work).
#7
About pawn keeping to pick up items into their inventory endlessly. It seems there was an issue with deep storage + pick up & haul combo, and it affected common sense as a side effect. So, it may be a solution, if you have trouble with it.
#8
Releases / Re: [1.0] Common Sense - basic AI tweaks
April 29, 2019, 02:53:03 PM
- fixed a problem with options not saving their enabled/disabled state.

Quote from: Roolo on April 10, 2019, 07:28:52 AM
I'm the author of Giddy-up. Are you sure this is an actual issue, and not just a feature?
It throws errors, and animal doesn't get out from this state without drafting (mind-controling) them. So, yeah.

Quote from: Canute on April 20, 2019, 03:38:28 AM
The pawn just wanted to train a hauling animal, the animal is faster then the pawn so the pawn followed the animal to the other side of the map and back.
Better solution for this is to stop animal and force it to wait instead :)
#9
Releases / Re: [1.0] Common Sense - basic AI tweaks
April 28, 2019, 11:03:51 AM
I'm back from vocation, so I'll be fixing things soon.

Quote from: whyareuhere on April 26, 2019, 02:16:42 PM
Hi, I got an issue with the activation of an AI (listed as a crafting task) where the colonist is supposed to haul the materials to the deactivated AI.

The colonist picks up the materials, but the dev mode cites an issue with the colonist's job driver manager and she ends up hauling the materials to the stockpile. I'll try to recreate it later to give the actual error code.
It would be cool if you added at least a log message.
I had a report like that there, so kinda known issue. But so far all I know is some conflict with another mod I don't know about. At least, I have screenshots of a modlist that was used  :-\
#10
Releases / Re: [1.0] Common Sense - basic AI tweaks
April 09, 2019, 07:01:25 PM
Quote from: LiteEmUp on April 09, 2019, 05:52:57 AM
so since this mod changes alot of ai tendencies, what mods out there will this mod is looking like a better replacement??

also any known incompatibilities so far??
Updated the top post, added incompatibilities information that I know of ATM.
There is no mods that do the same thing Common Sense does. Or is there? Because I didn't see any.
#11
Releases / Re: [1.0] Common Sense - basic AI tweaks
April 03, 2019, 09:47:04 AM
Quote from: Canute on April 03, 2019, 03:13:14 AMBut i think this is basicly an AI tweak ! :-)
So when Pickup&Haul mod is active, you can patch that the pawn pickup the harvest/choped stuff after a harvest before he looking for the next job.
Yes, I had that idea popping in my had from time to time. But it's still a separate mod material (it doesn't really fit "basic ai tweak" formula), and I had a lot of things that need to be polished in Common Sense, and still have. I'm on vacation for a month, during which I'll not be able to work on pretty much anything. After returning from vacation, I'm going to do some more polish on Common Sense, and after that I'll start working on new mods (but I think I'll try to realize that idea first).
#12
Releases / Re: [1.0] Common Sense - basic AI tweaks
March 29, 2019, 04:24:16 PM
Figured source of the problem, fixed it (1.1.4b).
I had to make a not ideal solution.
Problem is, there is some sources of washing that do not make a pawn completely clean (washing at a well or in open water, it maxes out at 0.69). But priority logic was "hm, I'm on free time and I'm not very clean (below 0.8 ). I should take a bath while I have a free time". Then jobgiver tries to finds something suitable, goes through bathes, then basins, finds nothing (close enough), and tries to find ANYTHING globally, gives a job that maxes out at 0.69. It's done immediately, and pawn comes bake to a priority loop. I could add an additional global scan operation to the ticker... But it's a bad idea for a whole lot of (performance) reasons. So I've just reduced required need level to 0.55 (what's awfully close to original number when sleep need is above 0.95). Not perfect... But better, than nothing, I guess?

Maybe sometime later I'll just add an additional variable to the "Need_Hygiene", that could tell "we should target for a lower number", using which pawn would be able to adjust priority checker after first job.
#13
Releases / Re: [1.0] Common Sense - basic AI tweaks
March 29, 2019, 01:08:17 PM
Quote from: Tenshi~Akari on March 28, 2019, 09:56:49 AMI'm coming across this situation with this mod & Dub's Bad Hygiene at the moment...
Try to disable "recreational priorities" (that one, when pawns also change sleeping schedule to recreation if they're not sleeping atm). Report me if it does something (or not) if possible. I'll verify, what's up with that.
#14
Releases / Re: [1.0] Common Sense - basic AI tweaks
March 26, 2019, 05:38:57 PM
1.1.4
- when recreating, colonists will prefer taking spare meals if they don't have one;
- fixed a problem, due to which colonists would prefer herbal medicine over any other when doing surgery;
- added a special patch for "dubs bad hygiene" that tweaks assignment priorities (in a way, how joy need works now);
#15
Mods / Re: [Mod Request] Dungeons
March 25, 2019, 11:46:34 AM
Problem with that is you actually have to make a dungeon generator.
With what we have, it may just end the same as any normal factional city raid.