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Messages - mugenzebra

#16
General Discussion / Re: Predicting the name of Alpha 16
November 24, 2016, 12:28:21 AM
"The infinite planet"
#17
I just wanna say don't let the price fool you because free stuff can be as good, efficient, effective as paid ones. https://www.edx.org/course/programming-c-microsoft-dev204x-2
check out youtube, and free articles on the internet, this free book http://www.charlespetzold.com/dotnet/
#18
General Discussion / Re: Alpha 15 Economics Study
November 22, 2016, 01:18:47 AM
Interesting, I thought you might enjoy the analytics mod https://ludeon.com/forums/index.php?topic=27521 I made for those who likes analytics, planning and prediction. Currently it's limited, however, I am planning to expand the feature sets for more analysis. My ultimate goal is to have a full-blown analytic capabilities. I think, as others have suggested, you can look into in-game data to do your analysis, so if you are interesting, I am open for collaboration on this.
#19
Releases / Re: [A15] Better Pawn Control (v1.1.0)
November 21, 2016, 02:18:15 AM
This mod is a must-have for me. I can't believe myself managing 300 animals without this mod! Thank you!
#20
I think your mod is awesome. It forces pawns to eat with the most optimal strategy, especially with animals. Currently I have to enforce my animals to be in some zone to so they'll only eat certain types of food, and this is annoying. My mod Food Analytics Tab works exactly using the best food strategy for animals, I think it will work nicely with your mod.
#21
I just love seeing my wolf packs hunting down targets LOL. So I love having animals. Hauling is great, I wouldn't be able to grow large amount of hay without my 120+ wolfs and dogs helping me out hauling all the crops.
#22

How I started
I personally play Rimworld like farmville, and I found managing animals are hard, especially once I started raising about 200 animals. So I created this mod to help alleviating the efforts of managing animals, as of now (will add some numbers for colonists later). This mod shows calculations and graphs in a tab, where there are two sub-tabs, one showing a graph containing projected estimates of yields and stocks for a number of days, which is adjustable through the horizontal slider, up to 60 days; the other tab has more verbose calculations, you can take a look at the screenshot. My personal best record on the number of animals I can feed is around 600, and it was with the help with my mod.

Screenshots






Usage
This mod is built based on the assumption of feeding herbivores with hay and feeding carnivores/omnivores with kibbles. All estimated yields and consumption are based on real-time states of the crops and animals. So to get the best estimated value, for example for crops grown outdoor, it's better to wait until light is 100%, which is usually around 9-10AM. For animals, hunger rates will be much slower if they are hungry, urgently hungry or starving; animals eat whenever they feel hungry, so animals' hunger rate will mostly stay at their maximum values if food is enough. We will take this as an assumption and use their maximum hunger rates as the basis for our projected consumption rate. To obtain the best calculation, it's simply better to wait until all animals are fed, perhaps around 9AM, based on my personal experience.
On top of the graph, there are dots that indicate the important dates. You can hover over them to see descriptions. One important date I consider is the end date of growing season. Once when growing season is over, crops grown outside won't grow, this is not taking into account fully yet, but once the cold season hits, you won't be able to see much yields. This suffices for my personal usage at least.
There's a horizontal slider at the bottom of the graph tab. It allows changing number of days to be graphed and calculated, from 1 to 60 days.

Download Link: https://github.com/mugenZebra/Food-Analytics-Tab/archive/master.zip

License: MIT

My Plans
I have many features to be added. I'll try to add them when I see fit as I play Rimworld and test my mod at the same time. Features I wish to add include
1. working on better model for predicting: (this is a little difficult, need to think about how to do it.)
    a. accounting for eggs and pregnant animals to prediction population growth and food consumption,
    b. accounting for slaughtering animals and meat production amount,
    c. calculating optimal size of growing zones and number of crops needed to feed colonists and livestocks,
    d. factoring in work, amount of time,
2. choosing food sources, done, also tested with Vegetable Garden and other mods that add plants
3. potentially implementing bar graphs if I got a chance after core features
4. adding note-taking capability, done
5. showing a list of animal species and their adult, infant, teen number, and total nutrition consumption , done

Finals words
This is my first mod after playing Rimworld for 3 weeks. I personally would like to have some feedbacks, so please don't hesitate to comment. Thanks!

update #1:
implemented a bunch of functionalities, currently stock prediction is not enabled, I am working on building better way to allow users to build a model on the fly.
Analytics sub-tab page is not usable because I overhaul the entire code.
#23
Outdated / Re: [A15] Auto Flick Designation Sun Lamps
November 13, 2016, 05:08:29 AM
Perhaps hydroponics also need to have this functionality.
#24
Help / Re: Modify existing classes
November 12, 2016, 04:46:28 PM
I'm just curious, it seems to me recompiling the original source code is possible after having codes dissembled, so modifying original source code is another way to do it. So what advantage does detouring offer?
#25
Outdated / Re: [A15] Auto Flick Designation Sun Lamps
November 12, 2016, 04:58:14 AM
Awesome! This is exactly what I need to save power while plants rest. Thank you!
#26
Help / Re: Definitive def/assembly guide?
November 11, 2016, 07:50:40 PM
I just began modding yesterday, and I already found using ILSpy to look at DLL is not that difficult because the program let you search, through all classes what objects are used or called by what. This answers your bonus question. And with a good IDE like VS2015, it really helps in helping you complete statements. I think you can just dive in C# modding directly, and don't be scared, it's just programming. TBH I just learn C# yesterday, though I came from C/C++ background, I've already developed a small and simple prototype.
#27
Outdated / Re: [A15] Time-of-Day Switches
November 11, 2016, 02:16:45 PM
Is it possible to modify light to have time-of-day functionality?
#28
Help / Re: How to find items in my storage in C#?
November 11, 2016, 01:17:34 PM
Quote from: MinutesToWeekend on November 11, 2016, 12:39:14 AM
You can use Find.ListerThings and query from there.

If you haven't already, you should download ILSpy (preferably Zhentar's branch here https://github.com/Zhentar/ILSpy), which will let you easily inspect the DLLs.

I just found Find.ResourceCounter.GetCount() seems to be exactly what I want. I just need to figure out how it works now.
#29
Mods / Re: How is GUI usually designed?
November 11, 2016, 02:18:43 AM
Quote from: RawCode on November 11, 2016, 01:44:07 AM
unity and visual studio provide "form generator" that can be used for gui
Awesome to know! I think handcrafting is killing me already after a few hours in. I'll research about that.:D Thanks
#30
Help / Re: how do I access baseHungerRate def in C# code?
November 11, 2016, 02:16:52 AM
Quote from: 1000101 on November 11, 2016, 12:47:16 AM
Coding and reverse engineering is pretty simple - if it works, it's right.

;)
:D I also found another way pawn.RaceProps.baseHungerRate which looks more legit. Both seem to work though. Thanks for responding :)