Quote from: Kristjan108 on December 20, 2017, 10:19:14 PMAh, yes! But it's not available for B18!
Smarter Food Selection by WM is what you're looking for.
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#31
Mods / Re: [REQUEST] Animals eating priorities.
December 20, 2017, 11:13:05 PM #32
Mods / Re: [REQUEST] Animals eating priorities.
December 20, 2017, 05:01:36 PMQuote from: kaptain_kavern on December 20, 2017, 03:59:45 PMNo, only that they don't eat drugs which yeah, makes sense.
I think I recall it give options in Mod Menu to choose what animals will be allowed to eat.
#33
Mod bugs / Re: Cleaning bug (I think)
December 20, 2017, 03:42:22 PMQuote from: BlueTressym on December 20, 2017, 03:03:35 PMAh, yes, I saw it, but you have like 80% the same mods like me, and that's because you have more mods than me ha.Quote from: frenchiveruti on December 19, 2017, 01:03:51 PMQuote from: BlueTressym on December 18, 2017, 11:38:36 PMYou can solve it using dev-tools and use the "tool: destroy" BE VERY CAREFUL ON NOT HAVING ANYTHING ON TOP OF THE BUGGED FILTH.
I'm getting this 'cleaning bug' as well; my colonists seem to get 'stuck' cleaning specific spots and the mouseover shows a negative amount of dirt (sometimes in the thousands!) I can temporarily relieve it by manually having them do something else, but as soon as they get around to that spot again, the same thing happens.
My Mod List is here
Yes, that's what i have been doing. However, I seem to keep getting new ones appear. Also, I can't tell my housekeeper cat to go and do something else, so he gets stuck until he falls over from exhaustion.
I appreciate the fix for when it happens but I want to figure out why it happens and make it stop happening.
(If you haven't had a chance to see the mod list I put up in my previous post, it's in names, not numbers; I grabbed the mod list from the save game file)
I believe, just by chance, that's multi thread ticking what causes it. But now I don't have this issue because I got a mod that cleans filth when it rains. So the chances of a "bugged" filth are slim.
#34
Mods / Re: [REQUEST] Animals eating priorities.
December 20, 2017, 03:38:27 PMQuote from: kaptain_kavern on December 20, 2017, 01:18:10 PMI'm sorry but are you talking about this animal logic?
Animal Logic is the mod your looking for ;-D
It doesn't list this feature anywhere at all.
#35
Mods / [REQUEST] Animals eating priorities.
December 20, 2017, 09:50:28 AM
Well, it seems like right now, animals prefer to eat that sweet expensive Devilstrand instead of the totally perfect grass that it's around the base, making herbivore haulers just as useful as a bunch of legless cats, is there someone willing to implement something like this as a mod?
Thanks!
Thanks!
#36
Ideas / Re: Your Cheapest Ideas
December 19, 2017, 01:19:54 PMQuote from: NeverPire on December 19, 2017, 12:19:41 PMBut then they can't haul the stuff into the stockpiles, he even said that.Quote from: Sliderpro on December 19, 2017, 12:07:07 PMYou can easily do this by using animal areas.
Cheap idea:
Rule for animals to forbit eating growing plants.
(because its annoying that you have TAMED animals which do hauling but you can't forbit eating your growing plants with tons of hay in the storage)
#37
Unfinished / Re: [WIP] Britnoth's experiments thus far
December 19, 2017, 01:18:54 PMQuote from: Britnoth on December 19, 2017, 03:09:16 AMAs a suggestion, you should post in the first post... as not everyone reads a page in the middle for any thread at all.
I attached an updated dll at the bottom of the previous page...
#38
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 19, 2017, 01:16:43 PMQuote from: Nightinggale on December 19, 2017, 12:34:37 PMQuote from: Canute on December 19, 2017, 02:53:27 AMThen a restart button would be nice.I agree with that statement. It would be useful to have a button to restart the game. Vanilla has this:Code Select// Verse.ModsConfig
public static void RestartFromChangedMods()
{
Find.WindowStack.Add(new Dialog_MessageBox("ModsChanged".Translate(), null, delegate
{
GenCommandLine.Restart();
}, null, null, null, false));
}
The easiest solution is to make a button, which calls RestartFromChangedMods. Alternatively copy paste the code and make the confirmation window say something more suitable, like not mentioning a detection of changed mods. It would be useful for both manual mod updating and mod development. In fact such a button could be very useful when using ModCheck patch profiling.
That would be so useful per se. Sometimes I needed to just restart the game and it would be so nice to have it as a button.
#39
Mod bugs / Re: Cleaning bug (I think)
December 19, 2017, 01:03:51 PMQuote from: BlueTressym on December 18, 2017, 11:38:36 PMYou can solve it using dev-tools and use the "tool: destroy" BE VERY CAREFUL ON NOT HAVING ANYTHING ON TOP OF THE BUGGED FILTH.
I'm getting this 'cleaning bug' as well; my colonists seem to get 'stuck' cleaning specific spots and the mouseover shows a negative amount of dirt (sometimes in the thousands!) I can temporarily relieve it by manually having them do something else, but as soon as they get around to that spot again, the same thing happens.
My Mod List is here
#40
Tools / Re: [LIB] ModCheck: patch tests and error logging for mod loading
December 18, 2017, 01:47:58 PM
Be sure that If I can give some feedback I will, I was asking if I could help into expanding examples of Do's and Don'ts because those are the most important in my opinion on how to use a LIB, in any real case.
For example If I want to check for multiple mods, I have to create 2 cases of "isModLoaded", instead of only one operation, with both mods named in it (similar to an AND gate, if BOTH mods AREN'T active, my mod doesn't load). or contrary, if BOTH MODS are loaded, then path, if not, give error.
In my small patch mod I ended up with this bloat:
https://github.com/frenchiveruti/PlantGrass-RW/blob/v18.00.02.00/Patches/GrassSowable.xml#L5
As you can see, I had to make 2 <li isModLoaded> in order to check for both mods, while I believe it should've been done in a single one as in either case the patching won't go ahead.
But maybe that's more complicated and not a feature right now. So relying on multiple <li> is the way to go. Am I right?
Feel free to use my code as an example for the wiki.
Greets
For example If I want to check for multiple mods, I have to create 2 cases of "isModLoaded", instead of only one operation, with both mods named in it (similar to an AND gate, if BOTH mods AREN'T active, my mod doesn't load). or contrary, if BOTH MODS are loaded, then path, if not, give error.
In my small patch mod I ended up with this bloat:
https://github.com/frenchiveruti/PlantGrass-RW/blob/v18.00.02.00/Patches/GrassSowable.xml#L5
As you can see, I had to make 2 <li isModLoaded> in order to check for both mods, while I believe it should've been done in a single one as in either case the patching won't go ahead.
But maybe that's more complicated and not a feature right now. So relying on multiple <li> is the way to go. Am I right?
Feel free to use my code as an example for the wiki.
Greets
#41
Outdated / Re: [B18] Growable Grass (v18.00.02.00) Pastures at last!
December 18, 2017, 01:39:27 PM
New version! Now with ModCheck!
#42
Help / Re: A quick tutorial of xpathing and patching
December 18, 2017, 08:57:53 AM
Hello Nightinggale, I've made what you suggested on "speed_patching", there were a few issues on it as you placed the wrong tags on the wiki, but solved and reported it on the GitHub.
One thing though. "ModCheck.FindFile" doesn't allow custom messages, am I right?
I mean, I made it so it goes for the wildplants and well, it always succeeds, but I can't tell in the log if that was the case because is not supported by the Operation Class. Also "yourMod" tag isn't supported by that operation.
Is that correct? That's what I understood from the red warning yelling.
One thing though. "ModCheck.FindFile" doesn't allow custom messages, am I right?
I mean, I made it so it goes for the wildplants and well, it always succeeds, but I can't tell in the log if that was the case because is not supported by the Operation Class. Also "yourMod" tag isn't supported by that operation.
Is that correct? That's what I understood from the red warning yelling.
#43
Outdated / Re: [B18]RimBank - The Universal Currency System!
December 18, 2017, 08:51:25 AM
This seems cool! Thanks
#44
Releases / Re: [B18] Hospitality (v1.18f - updated 16.12.2017)
December 18, 2017, 08:49:59 AMQuote from: Orion on December 18, 2017, 08:34:25 AMIs there a way to tell a faction, even when "befriended", can't visit anyway? Like I make a mod for a faction and I don't want them to visit the player as guests, is there a way to make that?
@Canute: I don't think he can fix it on his side. Hospitality adds most items in a visitor's inventory itself, so he wouldn't be able to prevent that.
#45
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 18, 2017, 08:43:57 AMQuote from: Fluffy (l2032) on December 18, 2017, 05:58:18 AMAbout the modder account, if I'm correct, once you are a "verified" modder, all the other mods can be uploaded in tandem wit the same secure key.
Two points;
Open source, please! I'd like to be able to contribute, but I don't have the schedule to actually be a 'core' contributor. You can make secrets environment variables on whatever machine runs the server, so you don't have to log them to a public repository.
Is the 'modder account' on the site linked up to anything yet? I've made an account but nothing appears to have happened, and I still have to add mods one-by-one?