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Messages - Carry

#16
Quote from: StorymasterQ on January 12, 2015, 07:20:12 PM
I thought there was one programmers' rule that goes something along the lines of "Always expect NULL."

Yes, but :-X

Quote from: 7H3LaughingMan on January 13, 2015, 01:54:50 PM
Is there a possibility of adding any option in regards to ignoring Human Meat?

Shouldn't be a problem - I hope.




The next version will include more options (animal selection) and a settings dialog. The maximum range is no longer a fixed value. It's now only limited by map size.
Release: When it's done :)


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#17
New version is available. I fixed the bug, that caused the exceptions and added the option to hunt boomrats.

For anyone interested in code:
Apparently 'Find.ListerThings.ThingsInGroup(ThingRequestGroup)' can return null. I expected at least an empty list.
#18
I found the cause for the exception: No corpses on the map. Temporary fix: Kill something and let it rot  :)

The fixed version will be available tomorrow. Probably with a boomrat-toggle-thing - until I have time to work on the animal selection.
#19
Ideas / Re: Sugestion: New Zones
January 09, 2015, 01:11:59 PM
Maybe we can get rid of 'harc-coded' zones altogether. I suggest the stockpile system for zones. First you designate a zone and then select what to do in it: Repair, clean, fight fires, hunt, clear snow, stay out (except drafted), ...
#20
Update ...

The beacon can now stop on a upper threshold.

Quote from: evrett33 on January 04, 2015, 01:29:45 PM
does it need power or have some sort of drawback..time is a resource in rimworld and you shouldnt take time spent setting up hunting without taking from something else.
No, it doesn't need power. The beacon is more part of the user interface than the colony.
Maybe I turn it into a more 'realistic' animal-tracking-radar-thing, that needs power or even a manned central console. But for now I just hope hunting zones become available in the vanilla game.
#21
I made some cosmetic changes to the first post.

Quote from: Igabod on January 03, 2015, 09:48:10 AM
Also, does this beacon display a radius for how much of an area it covers?
Not yet. The easy way didn't work. The in-game function (used by lamps) is tied to the definition of an object. So all beacons would show the same radius.
#22
Outdated / [A11] Auto-hunt Beacon v2.3 (2015-06-18)
January 03, 2015, 08:30:55 AM


   Auto-hunt Beacon



Description:
Automated designation for hunting, harvesting and chopping wood.

Modder:

Download:

Prerequisites (as of v2.0):
How to install:

       
  • Unzip the contents and place them in your RimWorld/Mods folder
  • Activate the mod in the mod menu in the game

Description:
The beacon designates animals for hunting, wild plants for harvesting and trees for chopping wood. Only mature plants and trees are designated.
The calculations of available resources changed. The beacon now uses the in-game counter. Resources (wood, corpses, ...) not in storage (stockpiles, hoppers) don't count. (Meat: raw meat + meat from corpses; Plants: only wild plants)

Features:

  • Individual threshold1) values for each designation (global)
  • Thresholds can be enabled or disabled (local)
  • Individual range2) for each designation (local)
  • Choose which animals, plants and trees are targeted (local)
  • Option to unforbid animal corpses (global)
  • Option to exclude human meat from calculations
  • Option to clear areas around wind turbines. Trees are immediately cut (global)

(1): The beacon stops designating if the available amount reaches the upper threshold. It restarts if the amount drops below the lower threshold.
(2): Range is displayed if the corresponding tab is open

Notes/Issues:

  • Displayed radius has in-game maximum (56) - doesn't affect range

Planned features:

       
  • Change name
  • (?) Limit function to line of sight

Changelog:

(Rolling changelog)

(Version 2.3)
[UPDATED] Update to Alpha 11

(Version 2.2)
[FIXED] Small UI bugs

(Version 2.1)
[FIXED] No longer counting rotten corpses
[UPDATED] Changed calculations for wood, plants from minimun yield to average
[UPDATED] Update to Alpha 10

(Version 2.0)
[ADDED] Harvesting
[ADDED] Chopping wood
[ADDED] Stuff
[REMOVED] Other stuff

(Version 1.1)
[UPDATED] Update to Alpha 9

(Version 1.0)
[REMOVED] Hard-coded maximum range
[ADDED] Inspecor tab for settings
[ADDED] Option to exclude human meat
[ADDED] Option to limit calculations to meat from targeted animals
[UPDATED] Calculations are done once a day
[UPDATED] Calculations only consider meat and corpses in storage

(Version 0.9.2)
[ADDED] Hunt boomrats option
[FIXED] Various bugs

(Version 0.9.1)
[ADDED]   Meat forecast
[ADDED]   Upper threshold
[ADDED]   Display radius
[ADDED]   Status indicator on beacon texture
[ADDED]   Command icon labels
[UPDATED] Exclude boomrats
[UPDATED] All beacons share thresholds - activation remains separate
[UPDATED] Command icon textures

(Version 0.9.0)
Renamed version v0.9 - no changes

(Version 0.9)
Initial release for Alpha 8


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#23
Ideas / Re: Private Room Zone
December 28, 2014, 09:02:53 AM
Quote from: Menuhin on December 27, 2014, 04:41:30 PMI'm failing to see much more functional purpose in that.
The future brings purpose -> "Colonists are now bothered by people walking around inside the room while they sleep" (Changelog)
#24
I'm running the latest versions of the game and the mod. All other mods were disabled for the test.
I just took another test and disabled debug mode. It didn't change anything.

The savefile looks ok, so it has to happen during loading.

Btw, some beds seem to be unaffected. And they can't trigger the bug, if they're the only prisoner beds.   ???

#25
Weird glitch with vents.

After loading a savegame almost(?) every bed (in vented rooms) is set for prisoners. They can be reset for colonists, but after a save/load cycle they are set for prisoners again (as long as there is one prisoner bed). Building new beds  after the vents are in place prevents the problem for that room.



[attachment deleted due to age]
#26
Ideas / Re: Medical Option - Triage of Care
December 19, 2014, 04:04:08 AM
+1

Maybe a priority matrix - like the job overview.








Glitterworld medsMedicineHerbal meds
Colonist major injury123
- minor injuryx21
- sickness321
Prisoner major injuryxx1
...
#27
I took the liberty to update the mod to alpha 8. Sofas are essential :)

Have fun...

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#28
Thanks for the quick reply. Motion detection works and no exceptions.
#29
Great mod, but there is a bug in the latest version (1.8.0, A8b/c).
The motion detection (pawn in room) doesn't work. It constantly throws exceptions. Every other option (including pawn nearby) works fine. I attach a screenshot of the debug log.


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#30
Ideas / Global options, bills, jobs ... and other stuff
September 23, 2014, 05:28:59 AM
Global options:
I'd like a way to change default behavior in game.


  • 'Rest until fully healed' as the default for colonist
  • Allow hauling dead animals (starvation, collateral hunting damage)
  • Disable job categories (cooking, mining, ...) without changing the priority for each colonist
  • Auto stripping before burning bodies

Prioritizing jobs:
Every job/task (eating, sleeping, ...) should be manually selectable/forceable. And prioritizing should be possible even if that job category is disabled in the overview for the selected colonist - except he is incapable of course. Also prioritizing should override the reservation of a job for another colonist.
Btw, I can't prioritize repairing outside of the home zone. Right-click does nothing. Is that a bug or intention?

Bills:
Crafting bills with 'do until you have x' could use a minimum threshold for 'restarting'.
I don't want the cook to make a single meal just because one was eaten. Something like 'do until you have x, start refilling at y'.
Hoppers and stockpiles have the same 'problem'. Right now they are immediately refilled, which can result in a chain reaction and a lot of work if you have multiple stockpiles with different priorities.
And it would be nice if bills (especially cooking) could be set up to count local resources only. Now cooking in two different locations with the 'do until ...' option doesn't work, because meals are counted globally.

Trading:
To enter the amount directly would be easier. Selling 5000 units of stuff is a lot of dragging.

Meals:
Choosing a meal should take the distance into account. A colonist should prefer a simpler meal if it is much closer.

Friendly fire:
It is probably not that easy to change the AI, but it would be very cool if colonist would avoid walking into the line of fire of other colonists. Or if they stopped shooting if a friendly is in the way.


Random stuff (from other threads) i like/support:

  • Rescue friendlies without capturing
  • Sorting colonist in the overview
  • Assign colonist to groups for drafting
  • Keeping doors open
  • Constructing roofs
  • Changing global hauling priorities
  • Herding animals


I think that's it ... for now :)