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Messages - Asteru

#1
I guess this is a testament to how good of a mod quality builder is,  Because I decided to play 1.0 for the first time in a week and found that the mod wasnt working after a patch. Instead of just doing it manually, I decided, forget it, and moved back to another game until the mod is updated. So I wanted to say thanks for the long time support of this mod that I've now realized Is a requirement for me to play rimworld
Now.
#2
A decent amount of the ones I like have unstable versions out except any of the ones that allow you to do more work to upgrade soil or do in cave growing without hydroponics  the biggest I miss though is defensive positions. Having a keybind for select all colonists and draft then to their defensive spot in a single click, and then in draft all quickly. It's been so long that I played without those options that I'm finding myself annoyed having to move them back to the same positions over and over manually every time I get raided.
#3
Quote from: xi on June 27, 2018, 05:20:21 AM
After some thiking on it :
if it's possible to make a button contextual (like when you choose the material of an object). A second button exclusive with the first (maybe with the green check icon).

Another way but it a lot of work add a tab (like the restrictions one) with for each colonit / animal "No position", "Position1", 2, 3, 4, zone1, z2, z3, ...
On click on position cursor is used to select it.

The way I've done it is a combination of defensive positions and better pawn control mods. When i'm going to enter combat, first i change to a "combat" policy with better pawn control that changes all the zone restrictions for my people, then i hit defensive positions which only drafts the ones i want and moves them to their location. Then afterwards just undraft, and change them back to a normal policy in better pawn control and they go back to whatever they want.
#4
i'm messing around adding some other things to work with repower, and had a question to make sure i understand and do it properly. For things like turrets and SAL Autocrafters, which don't have someone interact, and aren't workbenches, do i simply just make both poweredWorkbench and poweredReservable to false since they're neither. I'm not sure if it requires one of them to be true to function properly, or if thats a legit option. Would that even work and have repower function with them having an idle power with the low power i'm setting and use the high power when they actually go active?
#5
Well I figured out my main issue after seeing a post in the steam page for the mod and that's that the crafter will only work on the first bill ever and if you change it you need to decronstruct and rebuild it.

So basically at this point to use it, what I did for testing it out was built multiple smelters and stonecutter tables, each with their own unique bill and all being fed by the same rotating roller belt. That ended up making everything work well.

While I still love automation since I do lots of scripting and automation with work IRL, I'm still struggling a bit with the mod because it does make things quite a bit unbalanced. At this point the only thing in my mind balancing it is the buggy news with the mod and only working the first bill and having to rebuild it completely if you change it which causes a resource sink in itself that way. I'll be keeping an eye on this mod for sure to see how it progresses cause I like the idea and am interested to see how it can possibly be balanced.

#6
So I was just about bored and done with a play through so I decided to try this mod out some before I moved onto a new play through and ran into some issues. The first one I placed was pointing to a component assembly bench, and I moved the input to the left which was just a stockpile that I had my animals hauling steel towards and moved its output to an empty space to the right. Not optimal without rollers and such but the mod itself worked perfectly and did its job. So I proceeded to make one on my smelter and stonecutter the. An auto poker on my butcher table and electric stove. The stove and butcher table I just moved into my freezer with the autocooker for each and had input sitting on my large freezer stockpile then  Output back into the stockpile. It doesn't appear to be working though and instead of the quiet operation of the one on my component assembly there sounds like a clicking grinding sound like it's having issues. I tried to duplicate the exact setup for my component assembly and have haulers just move things to test and get it working but never could. Only one I ever could get to work was that very first component assembly bench one. All 4 others I tried all failed horribly even when setup the same. Unfortunately the resources required at the bottom of the info tab is cut off so I couldn't even see what it was saying it was missing but it should have had everything accessible that I can thing of.

So I'm obviously doing something incorrectly. Anyone care to enlighten me? When I get home I'll mess around with converting it over to being fed by rollers to see how that is.

Overall though, I really like the idea. For balance though I think there needs to be a version that has some kind of speed penalty on its crafting if that's possible. Still have the higher crafting level to do more advanced things since it's not an early research, but if possible double crafting time to order the fact that you now aren't taking up a pawns time to do a job. So it's a trade off of turning it off and using a pawn to make it faster or keep it on and just let it keep chugging along slower.

#7
Help / Altering priority of Work types help
March 31, 2017, 11:01:30 PM
Greetings,

I'm not a big fan of the order of subjobs for each work category, and want to move things around a bit, but thats obviously not able to be done in game, so i started poking around and i believe i found that its handled via the priority setting within the <WorkGiverDef> area of the xml file, and i want to verify that i'm not being dumb here in my thinking. In order to alter it, i'd have to gather up all the WorkGiverDef entries from all the various mods i have installed, and combine them in my own XML file, and play with the numbers for priority to adjust them to where i want them to be in the order i want them, then load that new "mod" with the new xml file at the lower end of the mod load list so it overrides the defaults?

Also, is it possible to actually move an entire category, or are they hard coded by the game itself. For example, i love the fluffy management mod, but since its typically a quick easy task, i'd rather just have it as a 1, and be done early on after say flicking. I wasn't sure if that is possible or not though like the sub jobs for each category.

Thanks for your help.
#8
Outdated / Re: [A16] BlackFuel
March 29, 2017, 06:29:40 PM
forgive me if i'm just being dense, but what is the point of the coal scuttle? is it just to store the coal, or will it automatically fuel  power plant from it like the hopper does for the nutrient paste dispenser? My guys seem to just walk over to it, grab the coal from the scuttle, and place it into power plant themselves. So just trying to figure out if there is a difference between the scuttle and a 1x1 stockpile, or if maybe i have a mod conflict allowing something to not work.

Beyond that, i really like the idea of the coal mineral added to the game. Its been a good addition to the game.
#9
Ideas / Construction priority
March 15, 2017, 11:33:53 PM
There is already a mod out for setting haul priority for items, and it would be extremely helpful to be able to set a construction priority as well on blueprints. I've been dabbling a bit at "Oxygen not included" and while playing it i realized how much i really like the idea of a priority system for construction, even if its something like the existing haul priority mod with just "high" and "highest" compared to the 1-9 setup ONI has in place.

While having build orders out already, and something comes up where you need to rush it, currently you need either forbid the other construction so they will build the rush area automatically with the ai, or right click the new thing to be built. That's all well and good when its a workbench or single item, but a wall where you often enough have to right click forcing them to build every single wall piece gets really annoying.

Anyone have any other ideas or critiques?