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Messages - falconne

#151
Quote from: aleido58 on June 12, 2017, 01:21:04 PM
First of all, I'm not programmer/modder or anything to take my word into account.
My testing is only "playing" with the options save-loading, etc...
Is not very save friendly if you left a bill in any workbench, meaning that the save will load but bills will be messed up.
If you get rid of ALL the bills, save the game, remove the mod, and load that save everything seems to work just fine.
Sorry for intruding in your posts...

Hmm... when you say "messed up" what behaviour were you seeing? If you're loading a save with this mod enabled for the first time, then what you should see is existing bills, just as they are, without any of the filters this mod adds. The mod's filters will only take effect on new bills you add after loading it (at least until I do some refactoring of how it stores data), but existing bills shouldn't be broken. If you are loading a save containing the original version of my mod and trying it with the newest version, everything should just work.

Let me know if you noticed any specific behaviour that doesn't match the above.

Quote from: Fluffy (l2032) on June 12, 2017, 08:08:26 AM
As for the save games, have you tested that? I'm not convinced it would work quite so simply, also because they would be saved with an additional class="MySubClass" attribute?

Good point, I hadn't thought of that. Presumably that would also throw an error if I made a separate dictionary with my own persistent objects (though the error will be inconsequential then). I expect the solution to that is to use HugsLib's "World Data Storage" functionality.

#152
I made this mod by basing it on Enhanced Crafting as this is my first mod and I needed a framework to start with. This is how that mod does it. In fact, that mod overrides everything so it won't be compatible with any other mod that wants to work with bills. Mine at least uses the new Harmony library so it goes someway towards coexistence (most functionality is added through prefix and postfix patches rather than subclassing... but this knowledge didn't exist when Enhanced Crafting was created). The only mods this is incompatible with are others that also subclass Bill_Production and that's not a "big f-you" to anything as they are all in the same bucket.

The save games are not dependent on either of the mods though, as the load functionality is just going to ignore data in the save file that it isn't told to load, so you can safely load them without the mods.

I have thought about future compatibility and I also decided a separate dictionary to track extra bill data is the best way. I also think this and the Enhanced Crafting mod should be combined into one (because no matter what I do I can't make this compatible with that mod, as it overrides all the vanilla classes that I need to hook into). A dictionary has to be done carefully though, as it could easily go out of sync if there is any bug in the mod, so it's along term goal.
#153
Quote from: aleido58 on June 11, 2017, 02:18:18 PM
the -1/+1 buttons to "fine bill resume level", only appears on bills that uses the "counted items filters"?
Oh yeah, thanks, I'll fix that.

I'll look into JTExport and see what can be done about exporting.
#154
I've created a new version of the mod with added features. This should be safe to add to an existing save but I would like some extra testing and feedback from you guys before I update the mod on Steam.

Thanks for those who tested. I've updated to the latest version on Steam.
#155
Quote from: mazacik on May 30, 2017, 07:43:17 AM
Could you add a dropbox/mediafire link please?

I will put up an archive soon.

Quote from: BlackSmokeDMax on May 30, 2017, 10:42:12 AM
Any chance you could also include a couple items that the AC-Enchanced Crafting mod

I will be looking into compatibility with Enhanced Crafting. If it's not possible to have them side by side I will at least try to emulate some of the core functionality from that mod.

Quote from: khearn on May 30, 2017, 11:54:32 AM
One word of warning: I added it to an existing save, and didn't see the new sliders on my existing bills. Setting my existing bills to "Do X times" and then back to "Do until you have X" also didn't help. But when I created new bills and selected "Do until you have X", they appeared. So don't dispair if you add this to an existing save and it doesn't seem to be working, just create new bills and you'll see it. It's a small price to pay. :)

Ah yes, thanks. I forgot to mention that, I've edited the post now. Yes, it works with an existing save but the mod will only affect new bills, not existing ones.
#156
Most of what this mod did is now in vanilla. The current version just adds in the features that have not been included in vanilla, which are described below.





This mod adds some some QoL features to the workbench and bills overview screens:

  • When the "Count Equipped" option is selected in bill details, adds an option to also count equipped items even when colonists are away from their home map (e.g. caravaning or raiding).
  • Fixes inconsistency in vanilla where items without quality or hitpoints, like meals and medicine, are not counted if they are not in a stockpile.
  • A "Copy All" button has been added to the bills overview to copy all the bills in a workbench. The paste button will then paste all copied bills.
  • 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 using "Do until X" now have a button to add arbitrary extra products to be counted. For example, you can create a bill to produce X Simple Meals and set that bill to also count Fine and Lavish Meals in the final count.
  • Bills set to resume production when stock falls to a certain level now show that level in brackets on the workbench overview. The "Do until you have X" button label has been shortened to "Do until X" to make this fit.
  • Button added next to each bill allowing the toggling of bill store mode between "Drop on Floor" and "Take to Best Stockpile" from the bills overview page.
  • You can drag to reorder bills in a workbench's overview instead of having to use the up/down buttons. Dragging works from anywhere in a bill's background or use the drag box that has replaced the buttons.
  • Navigation arrows added to bill details window to navigate between bills in that workbench.
  • Ability to rename bills.
  • When a single bill is copied, a "Paste Into" button appears on every other bill, in the bill details and workbench overview screen. This button will paste all compatible settings from the source bill into the target bill, except for the output product itself. For e.g., you can create a number of tailoring jobs for different items of clothing, adjust the production counts and material filters for one and paste these into all the others. Any job's settings can be pasted into another, but not all settings are compatible between all recipes; incompatible settings will not be copied.
  • The Mod Options section for this mod lets you change the default store mode of new bill's to "Drop on floor" instead of "Take to best stockpile".

Notes

  • 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.

  • Can be added to existing save.





Download from Steam Workshop
Direct Download: Github Release

Source Code: Github







Planned Updates
You can view planned features and known bugs here.

Notes

  • Can be added to existing save.
  • This mod needs HugsLib and must be loaded after it.
  • 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.

Released with GPLv3 license. You can use it in your own GPL mods, just give me credit.

Translation credits (GitHub usernames):
  Russian by @skyarkhangel, @lex1975
  Simplified Chinese by @mm615657
  Japanese by @Proxyer
  Spanish by @53N4
  Korean by @LazyRichard

Feature contributions:
  @alextd
#157
I believe that's a feature? I think cooks will prioritise using ingredients that are spoiling and possibly deteriorating due to  being outdoors and un-refrigerated. I find that useful.

If you keep a small high priority vegetable stockpile next to your stove your cook will use that instead of walking to your fridge. That's the arrangement I use to keep the cook efficient and have the haulers move the food.
#158
Outdated / Re: [A16] Maarx's QoL\UI Mod Thread
May 07, 2017, 02:38:41 AM
Great stuff, like them all. Would you make them a bundle in the Steam Workshop sometime? Easier to keep them updated across multiple computers that way.
#159
This looks great. Can it be added to an existing save?