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Messages - lorebot

#1
Couldn't live without your Extended Storage mod, but I've always wondered why VGP's Sillage (a type of added animal feed) doesn't fit in any of the added furniture from this mod. Kibble fits in the food baskets, and hay on pallets (and I think skips too but it's been a while so i'm not certain), but even tho food baskets are capable of holding all the other added food items it won't accept Sillage.
#2
Looking through the thread I notice that this mod has had issues with Prepare Carefully in the past, but I'd never noticed any issues till today. I was starting some tribals with a breeding pair of huskies and after rerolling the map both of the dogs were male. I tried it with a few other animals a couple times and it seems like any tamed animals on the map when generating a new map will be rerolled along with the map. I'm not sure if it's completely random or not because in the 5 times I tried it all the animals were rerolled to male but names, ages, and health conditions seemed random so maybe gender isn't but everything else is? Could just be 'bad luck', more testing would be needed to be certain I think unless this is a known issue and I just didn't see anything about it in the thread.
#3
Now that I think about it, a while ago I wondered if maybe there was a way to have the Manager send you a notice of excess livestock instead of just butchering them. That way you could manually arrange to butcher the ones you don't want, send them out with a caravan to be sold, or just assigned to a different area (if they're part of some sort of defensive boomrat horde or something :) ).

I like raising boomalopes for the chemfuel, but I don't like butchering them because of the explosions and fire involved...so I just sell them. But it would be nice to get notifications that they're over the limit I set so I'd know when it was time without having to manually check and count them up.
#4
Quote from: Fluffy (l2032) on November 12, 2018, 05:52:31 AM
@lorebot; Yep, managing chickens (or other egg-laying livestock) can be a bit of a pain. Personally, I tend to keep male chickens separate, and only farm chickens for eggs (their meat potential is horrid). When the number of chickens starts dropping, I'll let the males do their thing for a while, then seclude them again. Not ideal, but it works.

A better way of managing egg layers has been on my agenda, but I haven't put any serious effort into it.

A few (random) other comments;
re: butchering "at random"; the Manager butchers the youngest juveniles and the oldest adults first. The underlying assumption is that the goal is to have as much breeding age livestock as possible.
re: different jobs; you're right, there's no way to create multiple jobs for one species. You're also right about the reason, doing so would mean I have to track which animals and designations belong to which job, and it just gets to be horribly messy down from there. Note that 'egg management' probably also implies that I have to keep more detailed records, which may mean it's infeasible - or at least not worth the effort. E.g. when doing something like you suggest (assign x animals to area 1, overflow goes to area 2), I need to make sure that the specific animals assigned to each area are the same each time the job is done.
re: (un)fertilized eggs; huh, I'm actually not sure. I assumed all egg-layers share the 'chicken mechanics', but come to think of it that's not how it works in real life, is it?

I don't think it would necessitate record keeping, just a simple check would suffice wouldn't it? How many animals are assigned to zone a? If less than specified assign more to the limit. Assign others to zone b. It wouldn't need to keep track of which ones are assigned, just that there are enough there. If they get flagged for butchering they would just get replaced on the next check. You'd end up getting some fertilized eggs out of them sometimes when they get reassigned, but I don't think it'd be a big issue.

As for egg laying mechanics, one of my very first games of rimworld I tried raising turkeys. It led me down a bit of a rabbit hole on the egg laying mechanic at the time, so if that hasn't changed in the past 2 years or so this is how it works: All egg layers in the game, except for chickens, the female will have 'egg progress' up to 50% and then it will stall there until they're fertilized by a male. So if you're raising turkeys, turtles, or whatever and you only have females they will never lay eggs. The females will just walk around at 50% egg progress until you get a male in there to do their thing, then the egg progress will continue to 100% and they will lay the fertilized egg. Chickens are the only animal in the game that can lay unfertilized eggs and if the chicken isn't fertilized by the time the egg progress reaches 50% it will continue to progress to 100% and then lay an unfertilized egg. It confused the crap out of me at first when I was trying to raise those turkeys because I just tamed a handful of females wanting the unfertilized eggs for food and not intending to butcher them for meat. But after a few ingame months I noticed there had been no eggs laid and that all the turkeys were stuck at 50% egg progress...so research happened...then I tamed a male turkey and things got out of hand for my newbie rimworld self...keeping turkeys sucks  :D
#5
@Fluffy I've got a sort of unique situation and i'm wondering if there's a way to use Manager to deal with it, so far I haven't thought of a way to do it.

I like having chickens at my colonies, both for meat and for eggs. So I try to keep 2 separate groups of chickens, one for egg laying and one for breeding. I can't find a way to easily manage that with the Manager tho. I can assign males and females to different areas, but there's no way to specify a certain number of females to be kept in one area away from the males and the rest with the males. I end up having to manage it all manually which is complicated by the fact that the Manager butchers chickens seemingly at random when there are too many, so I can't find a way to designate 10 or so female chickens that won't be butchered. When the limit is reached by juveniles reaching adulthood I often loose some of my unfertilized egg laying stock and then have to manually change what area some of the females are staying in to replace them. It also means that I can't use the Manager to automatically assign areas to chickens because it only has a distinction for adults/juveniles or male/female.

My first thought was to just make 2 different jobs for handling chickens, but there's no way to do that I can find and I'm pretty sure it would create all sorts of conflicts between the two jobs. So I think the best way to do it would be to allow a way to specify numbers of an animal to be assigned to an area before it starts assigning them to another area, maybe with a slider or something. I can't really think of any other animal that this would be required for tho since I think only chickens will lay unfertilized eggs so adding such an option would really be a solution for a very niche/edge case issue that i'm not sure would be really worth the effort to fix to anyone but me :)
#6
hoping for a 1.0 release of the Mamuffalo and the wall torch mods...I miss my big furry friends...
#7
Quote from: knainoa on October 28, 2018, 03:30:53 AM
I'm having an issue with Pharmacist, it seems that the only value doctors care about is what medicine default is assigned to colonists/prisoners/whatever by the Medicine Tab mod, rather than the priorities set by Pharmacist. I've loaded Pharm after Med Tab but the game still seems to prioritize Med Tab medicine defaults. Is this a choose one or the other scenario or what?

From my experience the Medicine Tab mod will control the upper limit of what Pharmacist will use. So if you have the pawn limited to herbal medicine than the doctors won't ever use better than that regardless of Pharmacist's settings. But if you have the pawn set to glitterworld medicine in Medicine Tab that allows Pharmacist to control what medicines are used for treatments.
#8
Quote from: sick puppy on April 07, 2018, 06:44:01 PM
because what you're asking for is a backpack and those wont be a thing anytime soon, sorry mate

How is this a 'backpack' when I'm just asking for the pawns to be able to hold what they can already carry while they're doing jobs? Have them drop the items on the ground while they're doing the work, I don't care. Just let carrying a full stack of stuff back to the stockpile when they're done be a part of the job.

Harvest item
if pawn capacity reached
    then return to stockpile
if pawn capacity not reached
    then continue working


#9
Quote from: jamaicancastle on April 07, 2018, 07:55:47 AM
They can't return the materials immediately because it would be horribly inefficient: harvest 8 rice, carry it to a stockpile, go back, harvest another 8 rice, etc., and once the pawn moves on to do something else there's nothing to flag it as specifically a harvesting product.

I don't want them to go back after every single harvest action, pawns have a capacity for carrying goods, why can't they just pick up and carry the goods with them as they go until they can't carry any more and then go back? They can carry around meals and other items in their inventory without them being in their hands, why can't they do that with the stuff they harvest? Just keep harvesting till full then carry it to a stockpile, then go back to harvesting?
#10
Quote from: daman2501 on April 07, 2018, 04:34:50 AM
almost sure because is not in the already set home area

Nope, cause my crops are always planted in the Home Area and they always just sit there till I use Haul Urgently to tell my pawns to stop what they're doing and go collect the food that's rotting in the fields.
#11
Is why taking harvested crops, wood, or mined stone chunks to an appropriate stockpile not a part of the job? When you order a pawn to go halfway across the map to harvest berries why does the pawn just leave them all lying on the ground and then walk home? Why can't they just pick up the harvested goods and continue along till they can't carry anymore and then come home to drop the stuff off, then go back out and continue harvesting? They're able to do this with jobs at the workbenches, why not with orders in the field? Why do I need to babysit my pawns through this process...it's infuriating.

I'm so tired of watching my pawns harvest crops and then leave the food sitting in the fields getting rained on till I force them to haul the good manually, one of my hauler pawns comes to get it all, or one of the herd of dogs I inevitably end up raising gets around to finish being trained as a hauler takes care of it. There should be an option somewhere to make pawns haul things when they're done harvesting just like there is with workbench jobs.
#12
Releases / Re: [A17] Death Rattle (2017-7-18)
July 24, 2017, 02:29:00 PM
Quote from: Reoxur on July 24, 2017, 12:43:56 PM
I don't think the mod is working for me

Unless there's something more I gotta do other than drag HugsLib and this mod into Mods folder and activate them ingame.

Or dying from gunshots doesn't mean they live at all lol

The mod doesn't stop a pawn from dying due to damage, it stops them from being instantly killed by loss of an essential bodily function. So your pawns will still die from being shot up a lot, but they won't be instantly killed if their liver, heart, stomach, etc... gets destroyed by the first bullet. You'll get some time to try to save them by giving them replacement organs, but if none are available they'll still die pretty fast.
#13
Releases / Re: [A17] Death Rattle (2017-7-16)
July 17, 2017, 04:18:26 AM
Quote from: Linq on July 17, 2017, 04:02:45 AM
Consciousness is different from breathing/blood pumping. They will not go into a coma, that is for Consciousness only (e.g. brain damaged pawns who take smokeleaf won't instantly die). They will die very quickly if you remove their heart or lungs; the time window is meant for you to get them a new one, not continue removing things. Even that is touch-and-go. Obviously the time windows are different for different organs.

I recommend you try the mod before drawing conclusions.

I'll certainly give it a try asap. The only reason I'm asking is because your OP doesn't have a lot of specifics about the effects of your mod...and it's 4am here and I need to get to bed so I can't just go try it out :)
#14
Releases / Re: [A17] Psychology (2017-7-16 v2)
July 17, 2017, 04:14:34 AM
I knew a convenience store owner in NJ a long time ago who told me what it was like to be robbed at gun point. He bought the store knowing it was a possibility that it would happen. He got a good security system and quality locks for the doors, all the things his insurance required and then some. He posted stuff in the windows about the place being under surveillance and figured no one would be dumb enough to try to rob his store knowing they'd be on camera. Said he was robbed twice in the first year.

The first time he was caught totally off guard while he was stocking shelves, it was late at night and the store was empty. He said he was terrified and gave the guy exactly what he wanted. The second time it was the middle of the day, there were people in the store and the gunman threatened them all to get what he wanted and he got it. Neither robbery was for more than a thousand dollars, but the idea of continually being at the mercy of thieves spurred the guy to take greater steps. He found a Night Watch group in a nearby neighborhood and joined it, had his store added to their rounds. He bought a shotgun, learned to use it, and got a locking mechanism for it similar to what's in a police car and mounted it below the cash register. He was going to be ready the next time some wackjob with a gun came into his store...

Late in his 2nd year of owning the place he got his 3rd robbery, two guys in ski masks with pistols broke the door while he was closing up for the night. With the audible alarm going off they demanded all the cash in the store and the owner was so shaken by the violence of it all he forgot about the shotgun and gave them the cash.

He told me that in 20 years of owning that store he'd been robbed 14 times and all but once he was so surprised by it that he would just give them the money. The 1 time he tried to fight back the thief spotted him reaching for the shotgun and warned him not to...he didn't try again.

Sometimes you can do everything right, prepare perfectly, practice what to do...but when it's go time you still choke.
#15
Releases / Re: [A17] Death Rattle (2017-7-16)
July 17, 2017, 03:53:50 AM
Quote from: Linq on July 17, 2017, 03:05:52 AM
Any organ that causes death through loss of capacity (i.e. blood filtration, blood pumping, breathing, metabolism) no longer causes instantaneous death. That's it. Colonists will also go into a coma instead of dying when consciousness reaches zero.

Okay, so with this mod you could conceivably harvest ALL of a pawns organs and then sell them to a slaver before they die...because they'll still be in a 'coma' without a heart or lungs. I mean, a human could be considered 'alive' for a minute or so while they suffocate if their lungs were suddenly removed/disabled...and I suppose the same could be said for someone whose heart stops.

Are there different time limits till death depending on what type of capacity is lost? Breathing and blood pumping should really have a much shorter time window than blood filtration or metabolism if that's at all possible. :)