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Messages - lukasix2273

#1
Outdated / Re: [A14] Community Core Library v0.14.3.1
August 25, 2016, 06:22:17 AM
Quote from: 1000101 on August 24, 2016, 05:32:24 PM
It's just simple xml and the modders resource has an example of how to do it.  If you give yourself all of five minutes, you can figure it out and do it yourself.  ;)

Quote from: DariusWolfe on August 24, 2016, 06:57:21 PM
This is a simple tool I've made that will generate the code for a Backstory, just by filling out the form.

Fill out the form on the Worksheet tab, then copy all of the text from the Output tab to put into the proper file in the proper place.

BackstoryGen.xlsx

Edit: Don't try to use the tool on the web, download a copy for yourself.

Thanks guys!
#2
Outdated / Re: [A14] Community Core Library v0.14.3.1
August 24, 2016, 05:16:24 PM
Hi, since CCL includes the Def needed to create a new backstory, could anyone make a mod for me that would create an adult and a child backstory, both giving no stats? I'd do it myself, but no idea how to. I'm sure it wouldn't be a difficult task for someone experienced, given that the API for that seems to be provided, so I would be really thankful :)
#3
guys, does anyone know a combo of adult + child backstory that will give 0 baseline on all stats and capable to do everything? looking to save that as a starting preset, really annoying having stats locked due to backstory combos, don't care about roleplay
#4
Quote from: kosh401 on August 24, 2016, 02:15:29 PM
Quote from: lukasix2273 on August 24, 2016, 11:51:27 AM
Bugs:

1. Sometimes zombie(s) spawn too far from base and just idle/wander in their spawn location.


I believe that's actually intended and meant to force you to venture out and finish them off before travelers come by or your pawns wander too close and get bit. It can be annoying at times but I overall I don't mind it.

Ah, gotcha. Figured it might be intentional. I think the mod could use some options, like zombie behavior - reckless, spawns close to base, rushes you. Strategical zombies that try to mass-spread the infection, they could even attack animals to turn them into zombies (zombie muffalos, ha!). Additionally, some difficulty options could be included (raises zombie move speed, stagger/stun chance on bullet hits), or even better the zombies could behave differently depending on the scenario difficulty. Just some ideas.
#5
Bugs:

1. Sometimes zombie(s) spawn too far from base and just idle/wander in their spawn location.
2. Zombies get 'stunned' or 'staggered' by shots, I don't know, maybe this is by design, but that makes them quite useless, they just freeze in place after taking a couple bullets. It shouldn't happen, imo.

Also, maybe 20% movement penalty for zombie is too much, if the mod intends to be challenging (and fun) rather than just annoying then you should maybe reduce that to 15-10%.
#6
Quote from: 123nick on August 24, 2016, 09:54:30 AM
Quote from: lukasix2273 on August 24, 2016, 09:46:48 AM
Why does the Work Tab in advanced (DF) mode not display Manage from your Colony Manager? In your video I clearly see 'Mana' which I assume stands for Manage, yet I don't have it. It appears just fine in the normal view. I tried different mod orders, new save, etc

do you have a large amount of mods? maybe there is not enough space on the screen to show it, and it is being cut off? also, can you tell me how much the advanced mode helps, regarding to the efficiency and etc of the colony? i sorta want to use it, so i can have the colony run smoother, but i'm afraid it will be complicated and etc.

Well, what do you know, you're right. EPOE + Miscellaneous (Haplo) are enough to max out the advanced tab. I didn't even think of that, cause Fluffy added a scroll-bar at the bottom, I figured if that's there, surely there's no limit. Strange that just 2 mods are enough to max out the limit.

As for your question, I personally find it extremely useful. But I really hate microing late game.
1. Mid-Late you might want a couple doctors, chances are one of them will be less skilled than the other(s). You can restrict him to do no surgeries.
2. For cooking, you can tell them to always butcher first then cook
3. For construction, you can set one colonist to do the construction itself and another guy to bring resources for it (note that bringing resources for building is a function of construction, and not hauling (easily confused). so the colonist that usually does your hauling doesn't actually bring resources for building. you can change that using the advanced tab. it's useful because you probably have a useless stats colonist who is only good for hauling, so you can set normal hauling priority 2 and building resources hauling priority 1 (arbitrary numbers).
4. And for regular hauling of stuff, it's useful as well. there is https://ludeon.com/forums/index.php?topic=18377.0 that you can use for haul priority, but it's still micro work to do it. with advanced tab, you can automatically prioritize some crucial hauling tasks, like stripping corpses, hauling corpses, rearming traps, etc

it also has compatibility with many mods (like Misc + EPOE), so if you are creative you can really reduce the amount of micro needed by a lot. if that matters to you then sure learn to use it!

for me the most useful feature and it's not exclusive to the advanced tab is the time management/schedule stuff, I use it a lot, e.g. set hauling + cleaning to highest priority, but only let it happen for 1-2 hours a day. it almost feels like cheating :P also for the colony manager.. it's currently a bit bugged / not efficient, the colonist who is set to be the manager, goes to the manager bench WAY too much, you can actually fix this by restricting managing time schedule to 1-2 hours a day as well.

also, an unrelated bug i noticed, the favorites saving/loading doesn't work in normal tab view. but I'm pretty sure fluffy is aware of this already.
#7
Why does the Work Tab in advanced (DF) mode not display Manage from your Colony Manager? In your video I clearly see 'Mana' which I assume stands for Manage, yet I don't have it. It appears just fine in the normal view. I tried different mod orders, new save, etc