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Messages - Wishmaster

#316
QuoteThe mod may not be compatible with anything that adds new food like vegetable garden.

I've never tested vegetable garden. However it is weird that lavish food comes before fine food.
#317
Off-Topic / Re: The Music thread
January 01, 2017, 05:57:51 AM
Nightwish (glad to see there are already links to them :D )

Sleeping sun (ballad)
https://www.youtube.com/watch?v=4XopsFtdaLw
Gethsemane
https://www.youtube.com/watch?v=NtEAh5xPvHU

Metallica

Enter sandman
https://www.youtube.com/watch?v=1QP-SIW6iKY
Creeping death (a quite heavy song)
https://www.youtube.com/watch?v=UO_84C3fpuI
#318
Ideas / Re: Score based job priority
December 31, 2016, 05:37:20 PM
a too short answer for a long one.

"You mention distance.  with a hauling job, does that take into account the distance to the object?  the distance
"right now, job assignment is predictable.  If Engie is set to hauling at 3 and constructing at 2, i KNOW that when i create a new construction job while she's hauling, she will complete that haul, then move to start building (or sleeping or eating  ;D)."

Right now, this is not the problematic kind of situation.
So Engie is assigned to construction and warden.
What's if Engie is deconstructing 2-3 ship chunks and at your base, on the other side of the map, a prisoner is pending for interaction ? And you have set Engie to warden 2 because she's your only decent recruiter...
With the current system, Engie would finish her first chunk and then will cross the entire map to try to recruit this prisoner with 5% chance, then go back to her job or, no... I'd rather to back again because it's time to sleep.
With a score system, the deconstruct job score is high because of: Low distance; Other jobs to complete at destination;
The warden job score is low because of: High distance, no other jobs to complete at destination.
... So exceptionally deconstruction will come before warden.


"do i build the 10x10 double thick walled freezer instead of fighting the 1 square of fire?"

Let's say fighting fire gives a huge boost to the score. Or you can still split the jobs in two grand categories: emergencies and non emergencies. This way, a non urgent job will never take over an emergency.
Even without split in two grand categories, you can still set a high factor for firefighting, doctoring... like 1000 x per job versus 50 x for construction. Here the score system wins.


"Changes that make it more "intuitive" also make it less predictable. "
Obviously it does, but atm predictable also means
#319
Ideas / Score based job priority
December 30, 2016, 06:44:51 PM
We all know how inefficient jobs assignation to colonists can be inefficient especially for hauling or doing jobs on long distances.

AFAIK the current priority system is a simple rank. Whenever a new job of a higher priority than the current is available, the pawn will go for this one no matter if another colonist is closer and how far he must walk.

The idea is about a priority system similar to the food selection system.

The score for a job giver could depend on:

* The work priority rank.
* Emergency ?
* Priority ?
* Distance.
* Already has similar jobs nearby.
* Similar jobs at destination.
* Another closer colonists will take care of it.
* More...

#320
Quote from: bawr on December 30, 2016, 02:24:45 PM
Hey, I was just wondering - where does Pemmican go in the animal food preference list?

I'm asking because I actually use it as my food of choice for animals.

EDIT: Also, I have also seen some FPS stutter with the Smarter Food Selection mod installed, which went away when I disabled it. :(

I've had four labradors and four chickens restricted in such a way that they couldn't reach any food sometimes. Chickens could always reach free-growing grass, though.

Pemmican is at the same level as simple meals.

FPS drops should happen when few pets are hungry and can't find any food.
Are your labradors hungry ? Maybe you shouldn't restrict them to a zone because the mod should make pick human corpses or kibble before anything else they can reach.

Edit: You can also disable the food control over animals in Mod Settings in the menu. Your pets will act like vanilla but you should get rid of FPS drops.
#321
Quote from: Der Failer on December 30, 2016, 02:03:49 PM
Quote from: Wishmaster on December 30, 2016, 01:00:22 PM
I just posted a new mod: "Reuse pods".

If you want to try it, read about it in the topic and please tell how it is, if it's balanced.

Download here:
http://bit.ly/2ipNI5a
Well, i've just downloaded/installed the mod and was greet by two errors. :/
Output_log + Loadorder

Seems like I forgot to rename the namespace. Fixed it, thank you.
The warning message is harmless.
Use the same link for download.
#322
I just posted a new mod: "Reuse pods".

If you want to try it, read about it in the topic and please tell how it is, if it's balanced.

Download here:
http://bit.ly/2ipNI5a
#323
Quote from: Rafe009 on December 29, 2016, 07:50:28 PM
Does this allow you to restrict packaged survival meals? I personally love to save these things and they are hard to come by and even if i forbid them if i ever want to move them from an old stockpile to a new one people may eat them during the transit after  i un-forbid them.

Those meals are selected with the same priority as fine meals and you can't change that for now.
#324
Releases / Re: [A16] EPOE Hardcore Version 1.21
December 29, 2016, 04:41:47 PM
Quote- Workbenches reduced down to 2
- Vancidium and advanced components removed.

I've always say adding to many workbenches or some intermediary materials was a mistake, made by so many modders.
Glad someone understood it.
#325
Quote from: Cassiopea on December 29, 2016, 02:23:18 PM
Hi, I love your mod and I have been using it for a while now!

I wanted to report a funny behavior that I think isn't intended:
http://i.imgur.com/TucxBuK.jpg

As you can see in the image, my pet wolf is hunting a downed prisoner. It will do the same for downed animals that I rescued (ate a Thrumbo that way). It's morbid but quite amusing in very rimwolrd fashion. ^^

I completely forgot about that possibility, thanks for reporting that. This should be easier to fix.
#326
Quote from: poolday on December 29, 2016, 12:37:42 PM
Besides this bug the mod is really good and also helps to keep my beers in the fridge :)

Thank you and I've already figured out when this "bug" happens.
It's not an actual bug. It's just the mod food search functions are cpu expensive and I don't know how to fix that.
#327
Mods / Re: "New medical bill: Install body".
December 29, 2016, 10:38:51 AM
Quote from: RawCode on December 28, 2016, 07:13:45 PM
you should describe what will happen next, what will happen with pawn name, skills, relationship, will pawn keep his "wife" and "family".

currently you want some feature, but provide zero useful information about what exactly this feature is.

Indeed, It is just an idea with not much details.
#328
Any news for an incoming trade caravan spot for A16 ?
#329
Oh yes.
It is sometime a giant pain to see how caravan's loading can be so inefficient.
Glad there is already a mod for that !
#330
Ideas / Re: My thoughts about RimWorld (very long list)
December 28, 2016, 01:51:35 PM
Quote15) Making some sectors with rich amount of rare resources or with story events to motivate player for exploring and changing living place.

Yes ! That would make global traveling interesting, finally.
Or make you leave your comfortable temperate forest for ice cap and sea ice or extreme desert.

I would also like the traveling to be better. Longer range pods, but balanced with something other than a simple fuel cost rise.