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Messages - dburgdorf

#31
Fertile Fields has been updated:

- Plant scraps now stack to 200, like hay, instead of just to 75, and are once again categorized (for stockpile purposes) as food, as they can be used to feed animals.

- Plant scraps, like hay, can now be used in the kibble recipe.

- The options menu toggle to determine if plant scraps drop has been replaced with a slider to determine how *much* scrap drops.

- Sand piles no longer deteriorate if outside.

- Plant cutting, just like harvesting, can now result in soil degradation.

- Placement of moving or still water near rivers as new water tiles are created is better than it was, but can still result in "glitchy" graphics at the interface between the two. I'll continue trying to improve it.
#32
Quote from: N0xiety on December 02, 2018, 06:06:24 PMAh hey there again, found your thread. I don't think you understood my problem.

As I said in response to your private message, it's easy enough to stop compost production when you have enough fertilizer. Given that you'll realistically only have to stop or start compost production a few times a year to keep your fertilizer supply where you want it, I honestly don't see any real need for the sort of "full automation" you're requesting, especially given that it would require a substantial rewrite of the way composting works.

And as far as your complaint about compost production using up ingredients you want to use instead for something else, again, all you need to do is just disallow those items from the compost recipe. So, you're correct, I really don't understand why you think there's a problem.
#33
Quote from: Dr_Zhivago on December 01, 2018, 05:12:15 PMHey Rainbeau, got a question about how you code your patches.

Back when xpath patches were first added to the game, there was a thread here on the forum, the gist of which was that using "//" in xpaths was horribly inefficient, but that other options were roughly comparable in efficiency. So honestly, I just picked the format a lot of other modders seemed to use, stuck with it, and haven't really thought about it since.
#34
Fishing has been updated:

- Ice fishing spots can now also be constructed on ice tiles generated by "Nature's Pretty Sweet."

- Non-generic fish can now be caught in the biomes introduced by "Realistic Planets," as well as in similarly-named biomes introduced by other mods.
#35
General Discussion / Re: Dumb Labor
December 01, 2018, 04:20:40 PM
Quote from: Canute on December 01, 2018, 04:17:13 PMMaybe Force Pawn to Do a Job....

"Pawns are Capable!" incorporates the functionality of "Force Pawn to Do a Job." But more importantly, the latter doesn't allow you to instruct pawns to do anything that they're "incapable" of doing, and so doesn't address the original complaint at all.  ;)
#36
General Discussion / Re: Dumb Labor
December 01, 2018, 02:28:58 PM
Quote from: Shurp on December 01, 2018, 01:14:29 PMAnd the mechanic is interesting -- pawns receive a penalty as soon as the work is assigned, regardless of what they're actually doing.  Which means you still have to pay attention to what your pawns like to do rather than "set it and forget it" unless you really like mood penalties.

Honestly, it works the way it does more for code reasons than for any other reasons. The mod can monitor when pawns are assigned and unassigned particular work *types* pretty easily, but to monitor when they start and stop doing particular *jobs* would essentially require that it intercept distinct bits of code for every job in the game, including modded jobs.

But even if it weren't a matter of practical necessity, I'd probably still have it work the way it does, specifically because, as you note, the mod isn't intended to allow you to "set and forget" job assignments. It's intended to allow you to have pawns do work they hate in emergency situations, without completely undermining or eliminating the inconveniences that the vanilla "incapable of" mechanic introduces to the game.
#37
General Discussion / Re: Dumb Labor
December 01, 2018, 01:06:23 PM
"Editable Backstories" is actually safe to add to a game in progress; you may have looked at pre-b19 versions, which weren't. However, it won't change anything about existing pawns' vanilla backstories, so it wouldn't allow you to fix problems with existing lazy pawns.

"Pawns are Capable!" is perfectly safe to add to a game in progress, and will immediately update all pawns to have "hated work types" instead of "incapabilities." Note that there is an incompatibility right now with Fluffy's "Work Tab" mod, but I hope to be able to finally address that this weekend.
#38
Off-Topic / Re: Count to 9000 before Tynan posts!
December 01, 2018, 09:24:22 AM
8 7 8 8
#39
General Discussion / Re: Dumb Labor
December 01, 2018, 09:18:57 AM
Quote from: Shurp on December 01, 2018, 06:44:56 AMOK, this is just getting stupid.  Only 3 out of 10 pawns in my latest colony can haul....

"Editable Backstories and Names" - Allows you to customize the game's backstory database, allowing you (among other things) to remove incapabilities from backstories that you don't want to have them. (Granted, this one can be a lot of work, but it provides the ability to completely tailor things to your liking.)

"Pawns are Capable!" - Allows pawns to be assigned to work types they hate at the trade-off of mood or other penalties. For most work types, the penalties increase over time, as the mod isn't intended to allow such assignments to be for anything but emergencies, but for hauling and plant work, the penalties are minor and flat, so even if pawns dislike the work, they can do it like anyone else with just a bit of complaining. :)
#40
Realistic Planets has been updated... again.

- Fixed a bug that resulted in faction settlement generation being aborted if a faction added by a mod generated without a leader.

=~=~=~=~=~=~=~=~=~=

NOW....

My plan is to actually leave this one alone for a while, and get a few overdue updates to *other* mods taken care of this weekend....
#41
Quote from: Hexwall on November 30, 2018, 03:27:00 PMAre fishing spots still incompatible with Nature is pretty sweet's ice?

I'll try to get to that this weekend. It should be a pretty quick and simple fix, but as I said above, I've been kind of obsessing on "Realistic Planets" this past week or two.  ;)
#42
Off-Topic / Re: Count to 9000 before Tynan posts!
November 30, 2018, 01:39:38 PM


Not sure where this guy fits into the LEGOverse. He's not a minifig, but doesn't seem to be a Bionicle....
#43
Realistic Planets has been updated. Again. Yes, I've been kind of obsessing over it this past week.

- Added options to have the placement of faction settlements take racial temperature preferences into consideration and/or to have each faction's settlements "grouped" to simulate actual nations. (These options are automatically disabled if "Faction Control" is also in use.)
#44
Off-Topic / Re: Count to 9000 before Tynan posts!
November 29, 2018, 09:35:56 AM

#45
No updates since 1.0 was released should be mod-breaking.