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Messages - joaonunes

#136
Outdated / Re: [A15] Zorba's Miscellaneous Tweakery Mods
December 16, 2016, 08:04:20 PM
Look At Me, I'm The Worker Now - A real tale from my most recent game and why this mod must be installed ASAP


Willow: "Hey Lexi..."
Lexi: "What?"
Willow: "What are you doing?"
Lexi: "Taking care of Trev, he has been shot 4 times in the chest and the situation is pretty bad... Wish me luck!"
Willow: "Dude... You are at best considered a nurse, I am a surgeon, the best one in the colony! You are going to kill the guy!!"
Lexi: "What?? Come on, it will work... Let me just grab some herbal medicine and I'll..."
Willow: "...Herbal Medicine? We have Glitterworld medicine available what are you doing??? Let me heal him you will only make the situation worse!!"
Lexi: "Don't worry! Jesus..."
Willow: "BOSS!!"
Boss: "What?"
Willow: "Lexi is an idiot, he doesn't have any medicine knowledge and he is going to perform a surgery, the most he should be doing is give medicine to people with the flu or a cold, leave this job for an expert like me!"
Boss: "But he's already on his way to Trev, I can't send you to do something he is already doing..."
Willow: "Just... tell him to stop, send him after a wild boar or into the bug infested cave!"
Boss: "Afff... fine... LEXI!!!!"
Lexi: "Yes boss?"
Boss: "Stop what you are doing!"
Lexi: "But... I'm literally standing right next to Trev, he is in immense pain"
Boss: "Yeah I know, but you suck at healing people, please stand aside and let the real doctors help him"
Lexi: "Hummm nahh..."
Boss: "Jesus Christ are you really forcing me to draft you so you can move?"
Lexi: "Yeah... Sorry about it..."
Boss: "OK. Now, stand still while I send Willow to heal Trev..."
Willow: "Thanks boss!! You can send Lexi to do something else now!"
Lexi: "This is stupid... You are making a huge mistake!"
Boss: "Not really, last time I let you heal a patient instead of Willow you cut off a leg from the patient, and all he had was a cut to the arm, I seriously have no idea why I saved you from the pirates..."



On a side note, is "Raindrops No Longer Fall On My Head" compatible with, lets say, Hand me That Brick and Refactored Work Priorities? I'll try it anyways and report back if something goes wrong, but confirmation is always nice :D
I use almost all of your mods by now xD They add so much quality of life I'm starting to love more and more the game :)

EDIT: The mod "Raindrops No Longer Fall On My Head" does not seem to be working... Roof collapsed on all tests in multiple load positions.
Here is my mod list:
    <li>Core</li>
    <li>LessIncidentTrolling</li>
    <li>BalancingAct</li>
    <li>Grenade Fix Rearmed</li>
    <li>Less-Rebuff</li>
    <li>Stonecutting Tweak</li>
    <li>WanderDontDrop</li>
    <li>Better Pathfinding</li>
    <li>Refactored Work Priorities</li>
    <li>Hand Me That Brick</li>
    <li>PetFollow</li>
    <li>Efficient Light</li>
    <li>More Factions Spawn</li>
    <li>CombatReadinessCheck</li>
    <li>MarvsCRC_DoublePopAddon</li>
    <li>FluffierThanThou-RW_Manager-ae03913</li>
    <li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
    <li>FluffierThanThou-RW_MedicalInfo-62a1705</li>
    <li>kNumbers-0.5.2-A15</li>
    <li>RW_ColonistBarKF-0.15.3.2</li>
    <li>RW_Outfitter-0.15.3</li>
    <li>MadSkills-A15-1.1.7-T</li>
    <li>[A15] Expanded Traits 1.4</li>
    <li>[A15] Realistic Darkness</li>
    <li>AMC(1) DE Surgeries</li>
    <li>AMC(1) ExpandedProsthetics&amp;OrganEngineering</li>
    <li>AMC(2) ADogSaid</li>
    <li>AMC(2) Chemicals &amp; Neutroamine</li>
    <li>AMC(2) EmergencyTreatment</li>
    <li>AMC(2) Improved Surgery</li>
    <li>AMC(2) Medical Training</li>
    <li>AMC(2) Realistic Medical System EPOE Version</li>
    <li>AMC(3) Compatibility patch_ADog &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_DESurgery &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_EPOE &amp; ISurgery</li>
    <li>AMC(4) Compatibility patch_EPOE Realiistic Medical &amp; ISurgery</li>
    <li>JTEfficientBatteries</li>
    <li>JTReplaceWalls</li>
    <li>Medical Training</li>
    <li>Apparello</li>
    <li>FashionRIMsta</li>
    <li>RTFTJ</li>
    <li>TradingSpot</li>
    <li>TimerSwitches</li>
    <li>TilledSoil-0.15.1280</li>
    <li>TargetPractise</li>
    <li>sd_power</li>
    <li>AllowTool</li>
    <li>CrashLanding</li>
    <li>Bulk_Meals</li>
    <li>DefensivePositions</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-ShieldsBasic</li>
    <li>CP</li>
    <li>CPD</li>
    <li>Vegetable Garden</li>
    <li>ADDON_Soda Garden v15</li>
    <li>Animal Feed Trough V1.1 A15 [V.G.]</li>
    <li>AJO</li>
    <li>EXP</li>
    <li>QRY</li>
    <li>ExtendedStorage-ExtendedStorage1.12</li>
    <li>RimFridge</li>
    <li>RT_Fuse-A15-1.0.3</li>
    <li>RT_SolarFlareShield-A15-1.0.6</li>
    <li>RumoursAndDeception</li>
    <li>VeinMiner</li>
    <li>Improved Increased Stack</li>
    <li>CraftingHysteresis</li>
    <li>RW_FacialStuff-0.15.3.1</li>
    <li>Mending</li>
    <li>Hospitality</li>
    <li>DoIT</li>
    <li>BigBatterys</li>
    <li>Organ thoughts</li>
    <li>20th Century Weapons Mod (20CWМ)</li>
    <li>High Caliber</li>
    <li>LT_DoorMat</li>
    <li>TrueMods - immersive balance - cosmetic - armor vest cost fix</li>
    <li>TrueMods - immersive balance - cosmetic - foxes and wolves comfortable temperature fix</li>
    <li>TrueMods - immersive balance - cosmetic - no medicine for hospital bed</li>
    <li>TrueMods - immersive balance - cosmetic - vitals monitor resources mod</li>
    <li>No more random death</li>
    <li>AC-Work Tab</li>
    <li>ICanFixIt</li>
    <li>SillyBuilder</li>
    <li>RainDrops</li>



(I'm sorry if the story is poorly written, I'm not that good at telling them)
#137
Quote from: Skissor on December 16, 2016, 11:30:25 AM
Skully just don't leave these mods please :) Take your time off as much as you like

I think he's just waiting for the new CCL version to update his mods, don't worry :D

And if Skully ever stops modding I'm sure someone will take over his work and keep the mods alive :)
#138
Is it possible to have the mod "Extended Storage" only for the storage buildings?

I am using "Improved Increased Stack" so having the buildings alone would probably work with the stack size mod (just like it works with Rimfridge) and without the need for CCL of course :P

How easy would it be to alter your code so the storage options would work as I want? Maybe I could do it myself if it's easy enough xD



EDIT: I think I made it work... Edited the "thingClass" tag and related assembly from the mod to use the vanilla "Building_Storage" instead, removed the freezer because I dont need it (and would require me to edit the assembly to make it work), fixed the "drawSize" tag (it seems to require a capital S now...) and removed the class from the "ThingDef".

Stuff is stacking by the rules of "Improved Increased Stack", so I can have up to 10k silver stored in a wooden pallet (5k each slot). The only difference is that each building now stores stuff as in the vanilla way and not like in the original mod, where a pallet could hold multiple items types in the same slot (dunno if that was intentional though...)
#139
Mods / Re: Meal priority issues!
December 16, 2016, 07:14:28 AM
Quote from: Wishmaster on December 16, 2016, 07:11:13 AM
Yes it's calculated with a linear distance, you'll see that when using the development tool.
See my edit above pls :D

Also I should be editing the "preferability" tag in the defs, not nutrition... It's at "RawTasty" and I could change it to "RawBad" like all other non-fruit type vegetables

EDIT: easy fix!
<ThingDef ParentName="PlantProductBase">
    <defName>Rawmushroom</defName>
    <label>mushroom</label>
    <description>Raw protein-rich mushrooms. Nice to eat, even when raw.</description>
    <graphicData>
      <texPath>Things/Veg/mushroom</texPath>
    </graphicData>
    <thingCategories>
      <li>MeatRaw</li>
      <li>PlantFoodRaw</li>
    </thingCategories>
    <statBases>
      <MarketValue>4</MarketValue>
    </statBases>
    <comps>
      <li Class="CompProperties_Rottable">
        <daysToRotStart>14</daysToRotStart>
      </li>
    </comps>
    <ingestible>
      <foodType>VegetableOrFruit</foodType>
      <tastesRaw>true</tastesRaw>                              <!--Added tag-->
      <preferability>RawBad</preferability>                       <!--was RawTasty before-->
      <nutrition>0.12</nutrition>
    </ingestible>

  </ThingDef>


Now it has the exact same food value as raw potatoes! No more pawns eating my mushrooms raw :D
#140
Mods / Re: Meal priority issues!
December 16, 2016, 06:27:16 AM
Quote from: Wishmaster on December 16, 2016, 06:08:46 AM
When searching for food, Pawns calculate a score for every food source they can reach and pick the food with the best score.
That score mainly depends on distance and meal quality (simple, fine...).
If your pawns eat raw potatoes instead of meals it's might be because potatoes are much closer than meals.

To diagnostic this, you can try to switch to development mode and check the "Draw food search from mouse" option found somewhere in the developments tools on the top of the screen.

As I said, meals are closest to the freezer's door, raw food at the back, meaning that pathfinding should find the meals first.

I'd guess the issue here is what "faltonico" said: since I have a high-ish number of colonists (~20) and the food is all stacked into one square when one pawn goes to get a meal it prevent every other pawn from getting that meal from that exact square...
It turns out several pawns can grab food from the same square, I just checked it, so the problem is elsewhere... Maybe the distance to food is not calculated by the pathfinding (as in where the pawn will actually walk) but by linear distance to the food through walls...
I'll try the dev mode tool to figure out what is going on. Thanks for the feedback!

EDIT: Used the tool and found out that they will pick food in this order:
Packaged Survival Meal > Fruit (any type of fruit)/Grilled Vegetables/Salad/Fine Meal/Mushrooms > Simple Meal > Raw Food
All the food types separated by a "/" are picked by different order depending on the side of the colony pawns come from, values are very similar and are higher than the others by just a point or two.
The issue is they eat Mushrooms (I mistaken them for potatoes :P) instead of normal meals, which is bad for me because they are my main source of "meat" and need it to craft meals. I don't care much about the fruit being picked first, but the shrooms are a real pain to see being consumed raw... What can I do to change it? Edit the nutrition value of the food?
#141
Mods / Re: Meal priority issues!
December 16, 2016, 06:04:50 AM
Quote from: faltonico on December 15, 2016, 09:57:33 PM
You can also try and install vegetable garden, it adds a very good variety of foods. So colonist don't have a single stack option to choose from.
The newest version is not save friendly as its author said, but the second most recent is working just fine.

I also use that mod and have some salads ready, but I guess 3 food types is still low xD maybe some soup and some other meals might help :P thanks for the suggstion
#142
Mods / Re: Meal priority issues!
December 16, 2016, 06:03:08 AM
Quote from: Thyme on December 16, 2016, 04:55:23 AM
Pawns prioritise food within a certain radius (14?), they will take any food from there before checking tiles further away. That's why I have a stack of fine meals in my freezer on the side closest to my bedrooms (in addition to one close to the dining room).

Sent from my HTC
That seems a bit low value... My pawns literally cross the entire colony to get food and the meals are right on front of the door, vegetables at the back of the freezer
#143
Quote from: faltonico on December 15, 2016, 08:24:59 PM
Keep up the good work!
Try to keep it simple always ;)

The KISS method is the best method!
"Keep It Simple, Stupid!" - had a teacher that kept saying this to us because we liked to fill out all of the "what if's" when coding any piece of s... code :P
#144
Mods / Re: Meal priority issues!
December 15, 2016, 09:18:29 PM
Quote from: faltonico on December 15, 2016, 09:07:13 PM
They might be eating what they are carrying in their inventories, if they are assigned to handling, they will most likely have raw food.

I'm not sure, but it might also be related to the fact that when a pawn is going to pick up something from a stack, it makes it unavailable to anyone else. So, if any other pawn decides to eat at that time, it will pick up the second best thing, and if that is taken as well to the third and so on. Do you have installed the increased stack mod? 100 meals would be a single stack.

Yes I do have that mod... I guess that explains it :P Pawns are not carrying potatoes they are moving across my colony into the freezer to grab some raw food to eat, I guess the solution is to either make more food types or make more food so it will spread to more squares.

Thanks for the help! This issue started becoming serious when I was coming closer to my current population numbers (~20 colonists).
Making more food should be easy though... I have 2k shrooms and 3k veggies in the freezer (shrooms count as meat :P) so I guess that is what I'll do first.

The other thing I should do asap is to assign more than one square for food storage (right now fine meals have its own square, simple meals another square, etc... Freezer space started decreasing a lot because of 5 stack meals or stacks of 30-40 vegetables)
#145
you can use the "code" tag
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#146
I forgot that feature basically exists in the steam workshop xD
#147
Mods / Meal priority issues!
December 15, 2016, 04:56:46 PM
Sorry for the double topic but this issue bothers me every single time I play this game...
Why do my colonists keep eating raw food instead or decent meals?

I have a pretty heavily modded game, if I don't have over 50 mods installed so far I shouldn't be far from it... Maybe "Extended Traits" could be a possibility or "Refactored Work Priorities", but I doubt it...

That's basically it... I have about 100 fine meals and 50 simple meals but my pawns keep eating raw potatoes...
What can I do about it?
#148
Quote from: UnlimitedHugs on December 15, 2016, 03:35:20 PM
Quote from: joaonunes on December 15, 2016, 03:18:04 PM
You should think about it though xD

Oh, I did- even planned out parts of it. It's a massive chunk of work, though.
Gotta pick your battles- and I figured I'd rather make some mods in that time.

I bet it is. Looking at your code I can see you know what you are doing, and I actually tried to find any piece of code that could be related to the version check :P my quick scan found nothing and I had too much hunger to keep looking xD

It would be an awesome mod though... Made a post with a suggestion for a version checker mod just in case ;)

Did you write all the code in this mod or did you have some help/copy-paste from other sources?
#149
Unfinished / Re: [WIP] Project Armory
December 15, 2016, 04:23:12 PM
Quote from: Plymouth on December 15, 2016, 12:30:01 AM
Progress report: 20th century Light Machine Guns are done, working on pistols right now. things left to do: rifles, battle rifles and SMG's, and we're good to release after making sure that it all works  :)

Here is a(rough) mindmap of planned features:
https://www.mindmeister.com/810735172?t=3aiOFa8neP

And what exactly are you doing? Taking the outdated xmls and alter them to use the correct updated tags?
Also, are you updating this mod to be CR ready or only using vanilla xml data? I've read above that you do not want to force people to use CR with this mod so I'd assume it'll be vanilla friendly
#150
Quote from: UnlimitedHugs on December 15, 2016, 03:08:35 PM
This is not going to replace CCL, just make modding easier and provide some common facilities for those mods that want to use them. Mods that don't will be elminated are still compatible, of course. So, similar purposes, you could say. It is compatible with CCL and there is even some integration.
The difference is that I want to keep the library light and simple, so that it can be updated within a few days of a new release. Which means I'm not going to include a lot of useful xml stuff and detours that CCL provides.

As for the version checking, the companion assembly will only check the version of the library, not that of other mods. I chose to go for the assembly because it will give a clear error dialog to the player when the library is missing. It would be hard to figure out the problem otherwise.

I hope that helps.

Ahh, I misunderstood the sentence "-Checker assembly: A small dll designed to be included with your mod, that ensures the player is running at least the version of the library you specify.".

Thank you for clarifying my doubts!


You should think about it though xD