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Messages - Elysium

#1
Nice mod!  I have a conflict with another mod however.  JTZoneButtons stockpile buttons do not appear even while trading stockpiles are disabled.
#2
Quote from: SpaceDorf on July 31, 2017, 03:27:24 AM
get your hand in facepalm position ..
ctrl-left click on the work type ..
Oh my, face palm indeed!  It is GLORIOUS!!!! I thought there may have been something I was missing, but I didn't see any notes on the ability to do this, perhaps I should of read some of the forums backlog.  I didn't think I was gone that long.  Thank you for shedding some light on my ignorance!
#3
Hey Fluffy!  I know you've been super busy recently and Work Tab for A17 is still in development and is a beta, but everything I've read on github leads me to believe it is supposed to be mostly functional.  So either something has recently broke it or I am wrong about the extent of its functionality.

So setting manual priorities 1-9 and the time scheduler still seems to work.  However, work type sub categories appear to be non existent. This was my favorite modded feature and I'm a sad panda that it is no longer working.
It is possible that sub categories have never worked in A17, I have no idea.

Testing was done on HugsLib 3.1.2 and the latest github commit with no other mods.

Thanks again for all your contributions!
#4
Quote from: entity on July 30, 2017, 07:17:13 AM
Sorry I must be missing something here. How do I fill it with salted meat? Do I make a storage room that is in the temp range and just leave the meat there? It does not need a bill (as there are no bill button)?

I believe how it works is the job is tied to a worktype, probably cooking if I were to guess.  It confused me a bit at first too so I've never actually seen it work, but the compost barrel works the same.  If you have salted meat you may be able to right click on either the salted meat or the jerky rack to prioritize it, but I am unsure.  If not the cook(s) should eventually get around to it if they have nothing else to do.
#5
Quote from: Hatti on February 04, 2017, 11:29:00 PM
i´m happy to announce a new mod, that will hopefully save many lives!

QualitySurgeon

Nice, removes needless micromanagement.
#6
Stuffed Floors looks like it could be very useful for users and modders! Less clutter while maintaining a varied selection sounds great, and this is a great example of how to use the Architect Sense framework.  Great work as always, Fluffy!
#7
Quote from: Wishmaster on January 31, 2017, 09:01:20 AM
Do you have similar scores with other pets ? Did you disable the control for pets in mod settings ?

I just checked, it says it is enabled.

Edit: The behavior is very odd, sometimes my animals decide to walk past food to eat corpses, sometimes they just eat whatever seems to be near them, and there doesn't seem to be any logical reason why.  I was out of kibble at this time, but only one of my dogs had a preference for the corpse, the rest were just preferring whatever was closest.  Now that I have kibble they seem to all want to eat kibble, but I know I've seen them eat raw food when kibble is available.  It doesn't make any sense :/

I'll continue to monitor it further.  I really like the mod by the way, the intended behavior really should be part of vanilla.

Update: Tried rolling back to 1.1b, definitely fixed the issue.
#8
Quote from: Wishmaster on January 30, 2017, 03:19:36 PM
It would be great if you can take a screenshot while displaying the Food search score me what food score your labradors and other pets.

#9
After I updated to 1.1c I noticed my animals had different behavior. My labradors seem to be eating raw meat instead of kibble or human corpses. Specifically thrumbo meat, but I have not been able to see if they are eating other types of meat.  In the previous version their behavior was more along the lines of what you described above.  I checked the foodprefs for thrumbo meat and it is RawBad so I don't understand why this is happening.
#10
General Discussion / Re: Alpha 16 Data Spreadsheet
January 29, 2017, 06:26:22 PM
It is good to see some find it useful.  Status, food and guns have been added but it is still a WIP.  There are multiple tabs at the bottom in case anyone has missed it.
#11
An error about smarter food selection keeps popping up in my game, might be a compatibility issue, I'm not sure.  Figured I'd post anyway in case it helps.  Only seems to happen when there are caravans visiting.

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMapEx (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden, Boolean isAnimalInteraction) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtility.BestFoodSourceOnMap (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, FoodPreferability maxPref, Boolean allowPlant, Boolean allowDrug, Boolean allowCorpse, Boolean allowDispenserFull, Boolean allowDispenserEmpty, Boolean allowForbidden) [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.FoodUtility.TryFindBestFoodSourceFor (Verse.Pawn getter, Verse.Pawn eater, Boolean desperate, Verse.Thing& foodSource, Verse.ThingDef& foodDef, Boolean canRefillDispenser, Boolean canUseInventory, Boolean allowForbidden, Boolean allowCorpse) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_GetFood.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0


http://pastebin.com/4SmXwvRf
#12
General Discussion / Alpha 16 Data Spreadsheet
January 21, 2017, 08:44:55 PM
A friend of mine wanted to compile accurate and up to date data for various items in the game with various calculations included.  See tabs at the bottom for different categories.  This was originally for personal use but they figure someone else could use the data as well.  There may be more added in the near future so feel free to bookmark it and check back if you find this useful.

https://docs.google.com/spreadsheets/d/16bHSUlr3UuIz8sxcdVNcVMXTIllIphxOzMaxPiYvXm0/edit#gid=1703133856

Note: While much of this data is on the wiki, the wiki is missing some of it, as well as being incorrect in places.
#13
The update looks great, thanks.
#14
Releases / Re: [A14] Static Quality + V1.3.2
August 22, 2016, 06:12:06 PM
This mod looks pretty interesting, I think I'll try it out the next time I play. I like the customisation.
#15
Quote from: sujio on August 22, 2016, 04:19:08 PM
Quote from: The Master on July 27, 2016, 03:00:05 PM
Sorry for the stupid question, but how do I make ethanol? I've got over ten thousand corn, but I don't know what production table to use to make ethanol with it.

While I'd still like an answer, I've given up on waiting for it and just spawned a ton of it.

Hi i have the same question, anyone know where I actually make the ethanol? I'm pretty sure I've checked all the stations unless I am missing something...

I really wish mods of this magnitude had some kind of simplistic guide.  My colony is 3 years old, I've researched everything available and I still have not been able to touch a single thing with glittertech.  The only influence this mod has had on my game is when my tribe got raided for the very first time and I had to sacrifice a pawn otherwise I would of been completely slaughtered by orion corp.  Have not seen them since and honestly I'm starting to get a little bored with everything.  No traders available to sell me titanium to make workbenches, no titanium ore on the map, I'm completely stunted 3 years in with no way to advance.