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Messages - Kori

#466
Releases / Re: [A17] Wandering Caravans (v2.0)
October 16, 2017, 05:25:44 PM

I think what Canute wanted to say is that it would be better when wandering caravans don't carry stuff like fresh meat because that would make no sense?


Quote from: general2231 on October 16, 2017, 04:15:08 PM
Quote from: Kori on October 16, 2017, 01:44:40 PM
Very good idea, I like it too! :)

QuoteAdd a method of removing the items from a wandering caravans inventory without killing it.

How about giving them a better chance to be tamed compared to wild animals? Since they have been docile in the past already, that would make sense.
Cheers for the feedback!
I intend to implement a way to designate wandering caravans so colonists can unload their inventories, although I can't figure out how to implement this, but I will probably stumble upon the method after I look through the games source code enough!
I never thought of the idea of them being tamed easier, that's a good suggestion! If you decide to tame one, all its items are simply dropped onto the ground and it becomes an ordinary tamed Muffalo, so players can't start breeding wandering caravans with newly generated inventories :P
Ill definitely look into the taming odds, thanks man!

Thank you! :) But instead of dropping the items onto the ground, couldn't it just turn into a normal pack-animal? Like pack-animals that you don't unload after the caravan returns? They also keep their bags and carry the stuff around until you unload everything, and I usually do this to keep the basic equipment (MREs, meds, ammo..) for my caravans on my pack animals for the whole time, so that I don't have to transfer it again every time I start a new expedition. And as far as I know they never got pack-animal babies with bags and items so far.   :D

The advantage would be, that players could create a special animal unload-zone (could also be inside a stockpile zone) and send them there before they unload everything.
Also when people are using the Set-up Camp mod and find some wandering caravans while being out in the wilderness it would be more immersive when you could just add them to your existing drove without unloading/ reloading everything.

Thanks for this mod!
#467
Quote from: Nightinggale on October 11, 2017, 04:00:56 PM
I have a problem with CleaningArea. I select an animal area and rename it to Cleaning and set cleaning to that area. The colonists then go to clean that area, just as intended. Once there is no more dirt, they should ignore cleaning, but they don't. They figure that there is dirt in the home area, assigns themselves to clean that and moves like max 10%(often way less than that) of the way from the current tile to the next. Then it clears the task and the pawn jumps back to the center of the tile. Here it assigns itself to a new task, which happens to be clearing the dirt once again and this loops. This means the pawns suddenly starts jerking in place and everything starts to lag due to this being CPU heavy.

This happens both to colonists and prisoners in Prison Labor. The latter has another issue, which colonists could also encounter with Locks, which is that the pawn might not be able to reach the entire cleaning area. However it happens with colonists being able to access everything, meaning it's not just a question of access. Still I can't rule out a conflict between mods.

It's an awesome mod and I really like it, but what is happening here is just game breaking.

I tried removing CleaningArea, but that broke the UI. I added it again (in the same location!) and the game could load. I then removed all cleaning duties from all pawns, saved, removed mod and loaded. Now the game works and the prisoners can figure out to not clean if the prison is clean even though other places are dirty. It's no longer CPU heavy, but I'm back to the original issue of colonists cleaning the entire home area, including the grow zones. Removing those from home means they are also removed from fire fighting.

I have the very same problem, it's definitely an incompatibility between Cleaning Area and one of the new features of Prison Labor since 0.8, probably the prison labor area. Before 0.8, both mods were working fine together.

I also tried to temporarily disable Cleaning Area and it broke my UI, so thanks for your solution, I will try that.
I hope both mods will be compatible again soon, I really like the Cleaning Area feature!
#468
Unfinished / Re: [A17] Prison Labor
October 16, 2017, 02:27:01 PM
Another thing I've noticed is that since the update from 0.7 I'm getting a lot of errors and extreme lag when using the Cleaning Area mod.
Before the update everything was working fine, so I think it is connected to the new prison labor zones.

It's the same error that was reported on github a while ago regarding Cleaning Area.
Is there something I could try to make both mods work again, because I'm in the middle of my playthrough and don't want to ruin my savegame by disabling a mod..  :-\
#469
Is anyone playing this mod with CE?

Because I tried to and even though I like this mod and the new mechanoids a lot, I unfortunately had to disable it. :(

Reason: it's just too difficult, I'd even say IMPOSSIBLE (almost). They way how CE changes the combat system, making it much more dangerous and deadly for the pawns, makes the new mechanoids and their weapons absolutely OP!
Whenever a group of them appears on the map, an unstoppable wave of fire, death and destruction overruns my base until everything is dead or destroyed. The vanilla mechanoids (even lots of them) are a piece of cake compared to them.

Could you please add some kind of difficulty setting (less HP, weaker weapons, lower chance for super deadly weapons..) that can be lowered for CE-users? If such a mod setting is too much work, maybe an alternative version?
#470
Releases / Re: [A17] Mending
October 16, 2017, 01:51:57 PM
I love this mod!

..and post to follow :)
#471
Quote from: SpaceDorf on October 16, 2017, 08:13:15 AM
@UnlimitedHugs

I actually played Rimworld for a while today and I though the Ultimate convenience addtion for the AllowTool would be to assign "Haul Urgently" automatically to pre-defined items right on drop/creation.

:o
+111
#472
Releases / Re: [A17] Wandering Caravans (v2.0)
October 16, 2017, 01:44:40 PM
Very good idea, I like it too! :)

QuoteAdd a method of removing the items from a wandering caravans inventory without killing it.

How about giving them a better chance to be tamed compared to wild animals? Since they have been docile in the past already, that would make sense.
#473
Releases / Re: [A17] Run&Gun
October 16, 2017, 01:35:13 PM
Quote from: Roolo on October 16, 2017, 10:27:09 AM
Quote from: Canute on October 16, 2017, 10:06:05 AM
You should focus first, that NPC's can use run&gun too, or it would a bit unfair.
Sure CE is very popular, after you fix all bugs, you should focus on this.

I've already done that :). NPC's can use Run&Gun since yesterday.

That feature works great, and it adds a real challenge!
#474
Releases / Re: [A17] Run&Gun
October 16, 2017, 08:10:55 AM
Yes, Flee and Gun sounds good as default.

Now that I think about it, what about reloading when using CE? Is Run and Reload possible already, so fleeing pawns can keep shooting?
#475
Unfinished / Re: [A17] Prison Labor
October 15, 2017, 08:19:32 PM
Quote from: Avius on October 15, 2017, 06:53:20 PM
Thanks for such nice feedback!

I'm not using BWM mod by myself. I've got report that says BWM is not compatible with Prison Labor. I didn't test it as it currently is scheduled for verification with other minor changes, and unfortunately I do not have time for those at this moment.
When I've got more time I will have deep look into this mod and will be able to say if it is or not.

Yeah when I read about all the new features I was like "omg this is so awesome!" for the whole time and couldn't wait to try it out! :)

About incompatibility reports: when you are referring to the comments on steam that asked for BWM compatibility *I think* they didn't mean that the mod itself is incompatible, but one of its features to select specific colonists for each bill just doesn't support selecting prisoners.
You should try that mod one day, I'd consider it a core mod because it gives you so much more control over crafting!

#476
Outdated / Re: Sidfu's Maintenance Station
October 15, 2017, 06:01:35 PM
Quote from: Canute on October 15, 2017, 03:28:38 AM
If you looking for work,
Wall lights from [A16] Izzyssentials
https://ludeon.com/forums/index.php?topic=16744.0
Or the ones from HCSK. I think you got motion sensor for them too.

+1 for Wall Lights
#477
Unfinished / Re: [A17] Prison Labor
October 15, 2017, 05:58:50 PM
Today I've noticed that 0.8 is available already and I was blown away when I read the changelog since 0.7! This update is amazing, good work! :)

I also checked your to-do list and there is an entry to add compatibility for Better Workbench Management, but when I'm using both mods together, they seem to work just fine (the Prisoners only-button appears right beneath the new BWM-buttons). Only those small input-buttons you can click to insert values via keyboard are a bit out of place, but that's only a small issue.
Are there any other incompatibilities or problems that could occur when using your mod with BWM?
#478
Quote from: falconne on October 13, 2017, 05:09:17 PM
Yes I'm going to move some of the inputs around a bit and reduce sizes to allow more room in the info area. There'll probably still be some recipes with long info sections that would overlap, but hopefully that will be minimal.

I installed the new version of Prison Labor which adds a new button to the bills menu beneath the Take to best stockpile button and noticed, that when the required space of all elements exceeds the limits of the bill's info screen, that part of the info area becomes scrollable with the mousewheel!  :o

Maybe you don't need any workarounds or size reductions. Just exceed the limit so it becomes scrollable?
#479
Releases / Re: [A17] GHXX's Tech Advancing (1.7.5)
October 15, 2017, 02:20:40 PM
Could you please add another option that the tech level advances when 75% of the current techs are researched? Or alternatively make Option B configurable via the mods menu?

While Option A is too much with many mods active that add their own researches, I'd still like to research more than only 50% before the level advances. Something in between would be perfect.
#480
Releases / Re: [A17] Run&Gun
October 15, 2017, 09:50:06 AM
Sounds very good!