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Messages - falconne

#136
Yes, as SpaceDorf said that was in regards to the new Ingredients Filter copy/paste functionality in the new update, which just applies to copying the ingredients settings. The regular bill copy/paste copies everything. It's a bit confusing with all the filters. Hopefully the tooltips on the buttons make it clearer.
#137
Quote from: stigma on July 08, 2017, 04:45:00 PM
How does the quality-slider on crafting work exactly?

I did a quick test and told my crafter to make a shiv, but only between masterwork and legendary.

No the mod doesn't change the mechanics of the game. The sliders appear when you set a bill to "Do until you have X". They set limits on what is counted from the already existing items in your stockpiles. You can use it to make your crafter keep producing shivs till the required number of masterwork or legendary shivs have been made, instead of stopping after that many shivs of any quality are made. For the unwanted items you should either set up stockpile rules so you can trade them (there is a nice auto-seller mod out there) or create a persistent melting job in your smelter.

Quote from: SpaceDorf on July 08, 2017, 04:58:36 PM
The copy filter option is awesome :)
But I don't know why I expected it to copy all the bill settings, which disapointed me a little after it did not ..
so I would like to suggest it.

I hadn't thought of that, it's a good idea. Maybe I'll add a Paste icon near the Info icon in the bill details, to paste all compatible settings from a single copied bill (copied using the Copy Bill icon), except for produced item and title.
#138
Quote from: faltonico on July 07, 2017, 08:42:56 PM
I really like the way all of the new features look.. But now i'm worried about performance.
How hard is this mod on the CPU now?

Actually this update improves performance overall as I did some work on that.

The item counts on the ingredients filter is only shown when the bill details are open, which pauses the game so you won't see an impact.

As for the output product counting filters, they will do as little as possible as needed. If you create a bill but don't change any of my filters (i.e leave hitpoints at 0-100%, quality to all, etc), my counting routine doesn't even run, it just defers back to the vanilla counting routine. If you do change one or more of my filters, it does as little extra work as possible: say you put a limit on the hitpoints filter but don't change the quality sliders or enable "match input ingredients", then the counting routine only tests each item for hitpoints, it won't bother with quality or materials.

Basically, if you don't change anything, the performance will be the same as vanilla. Every real change you do to the filters will add a bit of extra CPU work but it's pretty trivial compared to everything else that goes on.
#139
Yep, it's compatible with existing saves.

I will look at adding an info button to the bill drop down, but that might have to wait for the next update due to being a bit tricky.
#140
Quote from: wwWraith on July 07, 2017, 11:32:52 AM
The minor issue may be possible when the numbers in "pausing"/current/desired quantities are big enough so they don't fit in the available space (screenshot attached).

Oh that's no good. Hmm, an easy way to fix it would be to make the text in "Do Until You Have X" shorter. Would it be confusing if it said "Do Until X"?

I'll make the resume level display an option you have to turn on in the mod. That way when those who want it go to turn it on I can say in a tooltip that it's going to shorten the button label.
#141
Quote from: BlackSmokeDMax on July 05, 2017, 01:37:05 PM
Very minor request. When packaging any new versions could you rename the folder in the zip from "ImprovedWorkbenches" to the new name?

I would like to do this, but I don't know what effect it would have on the Steam Workshop release of the mod. I'm worried it might not delete the old directory automatically, causing load errors. I'd like to find out first if anyone's already tried that and if it's safe.
#142





I have a new version which, as usual, I'd like to get some play testing from some folk before I update it on Steam. It is compatible with any existing saves. If you are able to, please try the new version from here and let me know how it goes: https://github.com/Falconne/ImprovedWorkbenches/releases/tag/v17.6

You don't need to use the new features if you don't need them. I just want to make sure there are no regressions after some play testing.

The changelog is:

  • When renaming a bill the default name is now pre-populated in the rename dialog.


  • Added ability to copy and paste ingredient filter configurations between compatible bills. The filter types must match exactly for the paste button to appear, so there are limited recipes between which you can use this, e.g. between certain apparel or cooking bills.


  • Ingredients filter in bill details windows now shows current stock level of that ingredient. This can be disabled in the mod settings.

  • Bills that are set to resume production when stock falls to a certain level now show that level in brackets on the workbench overview (see second image). This was requested by Kiame Vivacity who is maintaining the A17 Enhanced Crafting mod so this mod can reach feature parity with that one.

  • Navigation arrows added to bill details window to navigate between bills in that workbench.

  • Improved performance of product counting routine.




#143
Ideas / Re: QoL suggestions and some random ones
June 27, 2017, 05:08:42 PM
Quote from: Numar on June 26, 2017, 06:39:33 PM
As it's sadly still not possible to copy&paste bills between workstations, another approach may be the ability to link two or more workstations of the same type. When linked, they will act as one, so create one bill for all linked work stations.

For now I have a mod that does that: https://ludeon.com/forums/index.php?topic=33083.0
#144
Thanks for all the great feedback. I'll make the mod display the generated title by default in the rename box in the next update. I don't know why that slipped my mind before.

I don't really want to duplicate too much functionality from Enhanced Crafting as maybe the mods can be combined in the future. I've just emulated the parts of it that I felt were essential.

Keep the suggestions coming if you have them, I'll do another update when there're enough changes to make it worth it.

Regarding adding the "drop on floor" / "take to stockpile" button on the overview menu, is that option really changed so often that it would be worth taking up the space there? I would have thought you'd set that once when the bill is created and rarely change it. Is it that some people prefer to have "drop on floor" for most bills and want to be able to change it easily when they add a bill? If so I could just add a mod setting to change the default for new bills.

As for adding an option to "take to nearest stockpile" in addition to "take to best stockpile", what are the use cases where the nearest stockpile isn't the best stockpile?
#145
Thanks for the testing guys. I've updated the first post and Steam Workshop. I've changed the name as well.

I've noted all the suggestions, some good points there for future updates. I'll leave the independent suspending of linked jobs in but see if I can make Shift-Click suspend all.
#146
Quote from: aleido58 on June 19, 2017, 07:32:22 PM

Work wonders for me!
No problems at all with the version change, and the changes you made works as intended, even with modded worbenches or modded bills, etc...
Thank you very much!

The one thing I've noticed is that when the bills are linked if you "suspend" or "delete" that bill only affects the workbench you are at. I imagine this work as intended.
Maybe if they are linked they should suspend and delete all linked, and if you "break" the link only affect that workbench? (I don't know if it's even possible...)

I think I'm going overboard with the recuests, and you deliver big time until now.  ;D

Thanks for the testing. Yeah I did briefly think about linking the Suspend action but thought there might be use cases where you want to suspend them individually. Now that I think about it properly that's probably the exception rather than the rule. I'll change that in the next update.

More feature requests are good, I need ideas for future changes :)

Also I've been thinking of changing the name as the mod does more than filters now. Anyone have any ideas?
#147
Let me know here if anyone's had a chance to try the new version above and how it went.
#148


I have a new update with some new features that I'd appreciate some play testing and feedback on before I update on the Steam Workshop, if you guys have time.

As before, it's save compatible both on fresh saves and ones with a previous version of the mod. The new version uses a new data storage format to be more independent from the base game's code; the mod will automatically port the old format data from your saves.

It would be good if you could have dev mode turned on so if you do get an error in the log it will tell you. Please keep a copy of your save from before applying the update.

Thanks for everyone who tested

Updates:



  • Bills can now be copied and pasted within and between compatible workbenches. This can be done one at a time or you can copy all the bills in a workbench and paste them all at once. New buttons will appear in the Bills tab UI for this.


  • When pasting bills you can "Paste Link", which links the bills back to their originals. Any changes made to a linked bill will be mirrored to all bills in the chain. Links can be made across workbenches and can be broken manually later.


  • When a workbench is selected, its Bills tab will automatically open. This can be disabled in the Mod Settings menu.


  • Bills can now be renamed from the Details pane, like in Enhanced Crafting.


Note about copy/paste: when a bill is copied only a reference to the copied bill is made at the time. No data copy is done until you paste, so if you change the original bill before pasting, the pasted bill will have the modified data. If you delete a copied bill, it will be removed from the "clipboard" too.


#149
Heat Map
Adds a toggle button to show a live temperature based colour gradient over indoor areas in your base. The gradient uses the familiar colour scheme of green being the midpoint for human comfort (in the game that's 22C / 71.6F), becoming deeper blue or red for colder and hotter rooms respectively.

By default, each room's temperature is also shown in small text over the room when overlay is active (this can be turned off in mod settings).

Download from Steam Workshop
Direct Download: Github
Source: Github




By default, the green range is compressed more than usual, to make it easier to see when rooms are on the edge of comfort. The deepest blue and red are not mapped to the coldest and hottest possible map temperatures, as that would be useless inside a base where temperatures aren't that extreme. Instead they are bound from -12C to 56C (10.4F to 132.8F), so that you can tell from the colours what the temperature is.

You can set a different custom range in the mod settings for extreme maps. When using a custom range, there is no green compression.

The overlay is toggled with a button in the lower right. It can also be toggled with a keyboard shortcut; the default keybinding is \ (backslash) and can be changed in the 'Keyboard configuration' menu in Options, under a new Heat Map section.

When the overlay is turned on, it will update as the game runs. The overlay opacity and update speed can be configured in Mod Settings dialog.

The mod also adds a thermometer widget to the top right hand corner of the UI, displaying the current outdoor temperature (shaded with the same colour scheme as the overlay). This can be disabled in Mod Settings. Clicking this widget also toggles the heat map overlay.

Translation credits (GitHub usernames):
* Japanese by @Proxyer
* Spanish by @53N4


License
GPLv3 (free to do what you like, just give me credit).
#150
Ah yeah, that's expected, as Fluffy pointed out above. I need to refactor the mod to be able to safely remove it and still load the save without extra work. I'll make a note of that in the description, for people who want to remove the mod from a save. Thanks for the extensive testing.

For now I am only concerned about not breaking save compatibility for people using the first version of my mod. That's why I didn't want to update the version on the Steam Workshop right away; I wanted to get confirmation from a few people that they could upgrade without problems, which appears to be the case. I'll update Steam shortly.