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Messages - Elysium

#46
Outdated / Re: [A14] Mod Friendly Overrides
August 11, 2016, 01:55:22 AM
Quote from: notfood on August 10, 2016, 11:47:13 PM
Perhaps you are interested in this.

o_O This looks like an extremely useful utility if it is doing what I think it is doing.  This allows overriding existing data and even adding new data to defs without completely overwriting the def?!
#47
Quote from: kaptain_kavern on August 10, 2016, 05:58:12 PM
And it became even worse with modded low-potency one's. It's actually something I'm just starting to really understand. Same thinks seems to occur for DESurgeries user. After investigation, for me, it is not really a bug but how core game mechanics are. You will failed even simple surgeries with low potency medicines units without medical beds bonus and a really clean and well light room. A less than 15 Medicine skilled colonist is not sure to perform even simple things without proper conditions and potent medicine

With DESurgeries in particular I was failing a simple cure scar 9 times out of 10 with a level 20 doctor with 123% success chance ( thanks to infused ) using regular medicine.  Room was completely sterile using a excellent hospital bed.  I seriously think there is something wrong with the values in DESurgeries because curing a scar is considered SurgeryEasy which as the name indicates is the easiest of all surgery types available in the mod.
#48
I have a suggestion for an addition to the animals tab.  Just a quality of life enhancement that would allow you to set all animals to their bonded master with a couple clicks.  It would also be nice if you could do the reverse, set all animals to have no master for the times when you are about to go in to battle and don't want unnecessary risk for your animals.  You could also take this one step further and have a button that would allow you to set all animals to a specific master, none, or bonded.  In case of no bond or bonded master skill too low, remain unchanged.

The latter bit of the suggestion may be more work than it is worth, but setting all to bonded or none would be really useful.
#49
This looks pretty useful, I'll have to try it out.
#50
Congrats on the release.  I have not really used it enough to give you any kind of feedback yet but I'm sure that will change within the coming days.
#51
Quote from: Fluffy (l2032) on August 10, 2016, 02:22:59 AM
@Elysium, they're stored in a mapcomponent - MapComp_Priorities I think? I need to implement a better way of storing them (e.g. the same way Tynan stores arrays), but for now they're a massive list of lists of lists (pawns -> hours -> workgivers). The list is ordered assuming a specific workgiver order, so it's both fragile and virtually impossible to edit by hand, something I might have a look at later.

The good news is that it should get reset on errors, so try just emptying out the list - see what happens :P. (make a backup first!)

Alright thanks.  I wouldn't imagine being able to easily edit the priorities would be particularly useful outside of some pretty rare scenarios for a select group of people anyways so I wouldn't worry too much about improving because it appears to work as is.  Being able to reset it if something goes wrong should be enough to get the job done.
#52
Where are the priorities stored for Work Tab?  I looked in the save file and I think I only found the regular priorities, and your mod just seems to override those if therapist mode was used.  Basically I'm just looking for a way to manually edit or at the very least forcibly reset my work priorities because I must have messed something up during my earlier troubleshooting.  Some of my pawns are doing things they really shouldn't be doing and I can't just change the priority for them because they are disabled for those pawns.  I'll look into editing their traits for now but I would still like to know how to do this manually for the future.
#53
Quote from: Szara on August 09, 2016, 08:53:44 PM
I can't believe I'm saying this, but.. Any chance for a version of the mod with somewhat reduced yields or increased growth times, etc, and/or a decrease in the effectiveness of plowing? Maybe combine a bit of those with plowed soil decaying over time, which would be preferable, with auto-tasks for growers (or constructors?) to re-plow it, though I'm guessing that would be much more complicated.

I love the mod, but by the stars does it feel over powered when I can pop down a 10x10 or two of pineapple, plow it pretty soon after, and laugh at the need for food.. Then toss down a 10x10 of PlaSteel leaf, and silver will almost never be an issue when the traders come around. Just sell it for ~5 silver per leaf to ever trader who will take it, even if you can't refine it, and with plowed soil the stuff grows like wildfire.

I feel like the soil options are very overpowered as well so I just decided to change it myself, feel free to use it if you want, you just have to replace \Vegetable Garden\Defs\TerrainDefs\Terrain_TilledSoil.xml.  It is save safe, assuming you don't entirely remove the Vegetable Garden mod from your game.

Garden soil has a yield of 120% down from 200% and plowed soil is 150% down from 400%.  It also requires 10x as much work to work the terrain into a usable or upgraded state.  I feel like even 150% is too much because I only have 2 sunlamp greenhouses and I have more food than I could ever use.  At least it feels like I put in a lot of work to get it to the state it is in however.

[attachment deleted by admin - too old]
#54
Quote from: Willowisp on August 09, 2016, 08:21:11 PM
Done, tested, and yeah baby it works! Just doing some weather def tweaks to ensure it uses a14 weather defs (other than the colors). Will upload the whole shebangabang shortly.

Ah, nice.  Yeah... I've since figured out what the dll is exactly for, what I had originally suspected.  I've since had an eclipse and sure enough it was not very dark.  I've volunteered myself to be a guinea pig and included the assembly after the eclipse happened but I have not seen one since so I have no idea if it works.  At the very least it has not crashed my game or gave me errors, yet...  But I guess I don't need to worry about that any more if you went to the trouble to recompile it.  All I really did was update the about.xml after I had realised that the weatherdefs were essentially identical thus safe to use.  Anyway if it is working, good job.
#55
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 09, 2016, 03:28:45 PM
While I can appreciate the concern of others, it does seem a bit tinfoil-hatish.  As far as I can tell, aside from the issue I posted above, this mod is working perfectly.  I applaud you Hatti, great job.
#56
Outdated / Re: [A13] SkilledBuilder (07.06.16)
August 09, 2016, 03:13:24 PM
It looks like your ModHelperDef is incorrect, it should be:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <CommunityCoreLibrary.ModHelperDef>
        <defName>SkilledBuilder</defName>
        <ModName>Skilled Builder</ModName>
        <minCCLVersion>0.14.1</minCCLVersion>

    <Designators>
      <li>
        <designatorClass>SkilledBuilder._Designator_SkilledBuilder</designatorClass>
        <designationCategoryDef>Orders</designationCategoryDef>
      </li>
      <li>
        <designatorClass>SkilledBuilder._Designator_UnSkilledBuilder</designatorClass>
        <designationCategoryDef>Orders</designationCategoryDef>
      </li>
    </Designators>
    </CommunityCoreLibrary.ModHelperDef>
</Defs>
#57
Quote from: Grogfeld on August 09, 2016, 02:25:08 PM
It's not because scroll bar can't get to the edge, my errors are related to the fact that this worktype isn't there. That's why Fluffy's self-preservation method kicks in and resets priorities.

Your error is completely unrelated to the manager job not showing up in therapist mode.
#58
Quote from: Fluffy (l2032) on August 09, 2016, 10:35:02 AM
I didn't realise there was an actual error associated with this, do share, please!

At this point it's either an issue with not restarting after adding mods, adding mods to existing games (I thought I handled that one), or it can still be what I suspected initially; that my code to handle the columns shown is incorrect in edge cases.

I haven't been able to reproduce this particular one, but if it consistently happens for you guys, would you mind going into the defs/worktypedefs for the manager mod, and change the priority to something higher (so a smaller number)? That should bump the job to the left in the work list, if the error still appears specifically on the managing job we know something is horrifically wrong ;).

I don't get an error at all, it just doesn't appear in therapist mode. Changing the either the natural priority or the priority in work type doesn't seem to do anything.  I've been doing some troubleshooting on my own and I was able to get it to appear in therapist mode by switching the WorkType to Research and adding a label into WorkGiver_Managing, plus a priorityInType to Core WorkGivers in research, but then I was unable to change the priorities for manager in the simple mode.  I suspect work tabs does not like the fact that you are adding an entirely new WorkType and it doesn't know how to handle it properly.  I suspect there is a fairly simple fix here but I'm rather new to this and I've already spent about an hour on this so far.  I hope my troubleshooting was somewhat helpful at the very least.

Oh, also... I've started a new game since I originally noted this issue to myself and it was there from the very start, so it wasn't a case of adding mods after the fact that caused this. If you say it is working fine for you, then potentially it has something to do with the mods I am using in combination with your mods.


Edit: Could it be as simple as the scroll bar being unable to get to the very edge?  Seems unlikely but there does appear to be a small gap...



Update: It is indeed the scroll bar,  I just loaded a new game with only CCL, work tabs, and colony manager and I could see everything just fine.  The moment I added more work types to my game to the point where the scroll bar is required, you could no longer see the manager job.  Ignore everything I said in the previous paragraphs.

As for the post generator, it is very interesting.  It looks like you got it working for the most part, you just need to filter out the forks like you said.  Could be very useful for both the users of your mod and yourself.  Having up to date and accurate info on the mods I am using is very important to me so I'm a huge fan of this.  Oh, and I think I said this already but I feel like saying it again... your mods are extremely useful.
#59
Quote from: lance789 on August 09, 2016, 09:08:13 AM
A14 update please?
Look at my previous post...
#60
Outdated / Re: [A14] Muzzy-Utils
August 08, 2016, 08:42:51 PM
Have you considered adding an uptick or downtick depending on which way the mood is headed?  It wouldn't need to be large or even obvious, just something concise enough to indicate where things are going.