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Messages - Nightinggale

#241
Outdated / Re: [A17] Mending ChangeDresser Patch
November 15, 2017, 01:25:39 PM
Quote from: Kiame on November 15, 2017, 01:07:32 PMIt is possible to add diffs conditionally though my current hope is to avoid the overhead as i would like the tradeoff to be the extra power needed - extra power costs more resources than making stacks of mending kits
I'm with you on this one. Since it's something, which happens frequently in the background (every X ticks presumably), it shouldn't require too much CPU power. If all it does is searching through the list to identify something, which needs mending and then work a bit as well as switch between high and low power usage, the CPU load will be less than if it starts to search for items in stockpiles, adds a job to make colonists feed it with items or anything of that sort.

Quote from: Kiame on November 15, 2017, 01:07:32 PMFair point canute. And since the mending attachment is later in the game 1k power is not as outrageous. Ive been playing tribal starts lately and i spend so much time w/ lower power 300 seems like a lot   :P
You can mix this with other mods, which allows you to turn power on and off based on battery levels, time, outdoor light level etc and none of this is highly advanced relative to mending. As a result, it will be possible to mend say 4 hours each day or only when solar panels are active or whatever you can supply the power for if you use this feature in early/mid game. With this in mind, I too would go for something like 1000 power usage when active and then see how well it works ingame.
#242
Releases / Re: [A18] Power Logic - (v1.6) (30.10.2017)
November 15, 2017, 01:13:49 PM
Quote from: Telarin on November 15, 2017, 09:38:32 AM
Is there a non-steam download available for this mod? I didn't see anything on the first page (entirely possible that I am blind).
I have a bionic eye for sale and since it's you the price is just 3000 silver. It comes with a auto targeting system, which will quickly identify big green download buttons  :P
#243
Outdated / Re: [A17] Mending ChangeDresser Patch
November 15, 2017, 01:00:16 PM
Quote from: Canute on November 15, 2017, 12:29:26 PM
Yep, only 1 apparel in 1 dresser should be mended.
I assume that's one at a time, meaning once the item has 100% health, it moves on to the next one and over time everything will be 100%.

Quote from: Canute on November 15, 2017, 12:29:26 PMNormaly you need mending kits to mend stuff. And i think that still  cheap but balanced at this way.
But when you attachment just need power, i would place a few of them just to mend stuff primary.
So maybe you need to fuel up these with mending kits too.
Remember that there are two mending mods and only one of them use mending kits.

Quote from: Kiame on November 15, 2017, 12:49:28 PM
I was considering that but it runs into issues like requiring Mending mod be installed (which some may not want). My hope is that the power requirement will be a large enough tradeoff - 300 is sizable (assuming no mods that add larger power sources) but I could see about increasing it to 500 or even 1000 W (1,000 i htink is too high though).
This mod patches the mending DLL, meaning the auto repair building would fit best inside this one rather than the dresser mod. If you need to make something conditional based on the presence of mending kit thingdef, then that should be doable too, either with vanilla PatchOperationFindMod (A18 only) or ModCheck for xml and if it needs to be a check in C#, then I should be able to make the code for that as well without too much hassle.
#244
Releases / Re: [A17 and A18] Bone Mod V1.4
November 14, 2017, 10:16:14 AM
Quote from: Heymom on November 14, 2017, 04:59:11 AM
How about floors? Surely we can walk on the bones of the fallen :D
Try looking in the first post  ::)

Quote from: SihvMan on May 18, 2017, 04:39:38 AM

  • Bone floors? For now, the stuffed floor mods will have to suffice.
#245
Outdated / Re: [A17] Mending ChangeDresser Patch
November 13, 2017, 11:41:04 PM
Nice work. Allowing those two mods to work together is something, which I have been wishing for  :D

Quote from: Kiame on November 13, 2017, 10:13:54 PMOnly supports Change Dresser - BETA (A17+)
the older version of ChangeDresser is not supported.

Mod load order:
Mending must be before this patch-mod
This is precisely what I wrote ModCheck for (well that and actual conditional patch operations depending on presence of other mods). The following should display an error if the mods aren't set up correctly, which not only makes it easier for users to get it right, it should also prevent people from posting about problems due to not having the right order.
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="ModCheck.isModLoaded">
<modName>Change Dresser - BETA</modName>
<yourMod>Mending Change Dresser Patch - A17</yourMod>
<errorOnFail>true</errorOnFail>
</li>
<li Class="ModCheck.isModLoaded">
<modName>Mending</modName>
<yourMod>Mending Change Dresser Patch - A17</yourMod>
<errorOnFail>true</errorOnFail>
</li>
<li Class="ModCheck.loadOrder">
<modName>Mending</modName>
<yourMod>Mending Change Dresser Patch - A17</yourMod>
<errorOnFail>true</errorOnFail>
</li>
</operations>
</Operation>


While ModCheck supports adding patchmods into the main mod itself, I only considered xml patches. In this case it's a DLL, which injects into another DLL. This takes place before PatchOperations are even called meaning there is nothing I can do to make it optional short of a complete redesign and rewrite.
#246
Ideas / Re: Multi-Threading Without Multi-Threading
November 13, 2017, 08:36:21 PM
Quote from: qsdoosix on November 13, 2017, 08:15:06 PMYes because this has most "space" can be worked on.
You may have 20 workbenches or more in mid/late game. And when working on a workbench, pawns are mostly standing still and don't need to do path finding.
But you will have over 200 blocks need to be cleaned and 100 items need to be hauled at same time. And you need find a path for each pawn doing it each time.
That's not a worst case scenario. Try using Fluffy's worktab. You can open each job category to see each job. The game will go through the jobs (not job categories) right to left (assuming same priority) and once it finds something to do, it will stop searching, meaning everything to the right will be ignored. The colonist then completes the task before searching again.

The worst case scenario is when there is nothing to do and it goes through everything. Not only is this by far the slowest, it also mean the colonist is without a job and will search again next tick. It's possible that there is a number of ticks between each search, but they are very frequent.

Getting your colony to work with a bunch of workbenches is not really an issue from a search for work perspective if they can find something to do and/or you disable crafting in the work menu for the colonists you don't want to work there.
#247
Quote from: Canute on November 13, 2017, 04:23:02 PMNot every modder release mods for an unstable release branch, they wait for the final release.
The way I understand it, only steam users have access to the unstable build, meaning if you are a modder and using the non-steam version, you have no choice but to wait. Also waiting for a stable release can be a time saver. At the same time not waiting allows you to encounter bugs, which will then be fixed in the stable release, meaning you will have an easier time later without the bug.
#248
Outdated / Re: [A15] Alpha Animals
November 13, 2017, 05:13:00 PM
Quote from: kaptain_kavern on November 13, 2017, 05:04:34 PM
They are predators yes. But lonely ones. And I've set their maxPreyBodysize attribute to 0.95 for them to not hunts humans on their own; because their descriptions mentioned them not being that much aggressive
That doesn't answer the mad animal event, but maybe the xml setup will not allow them to be used for the mad animals event.
#249
Outdated / Re: [A15] Alpha Animals
November 13, 2017, 04:58:37 PM
Quote from: Canute on November 13, 2017, 04:46:04 PM
Hmm can they eat an elephant in one bite ? :-)
More importantly: can they eat pawns in one bite and do you have even a remote chance if a group of mad LockJaws turns up?
#250
Ideas / Re: Fireplaces outdoors should radiate heat.
November 13, 2017, 04:31:34 PM
Quote from: BlackSmokeDMax on November 13, 2017, 04:10:04 PMWould it be possible for them to prioritize going inside if they are close enough to a heated room over using the fire outside? Or would you just need to not make an outside fire near your base?
I have been thinking and the implementation would not really work. The problem is that near the base people should go inside while far away they will have an active task (like hunting or hauling), meaning they will ignore the ability to heat up even if they walk right pass the campfire. What would be needed would be code injection directly into the "seeking safe temperature" code, which should make the pawn go to a campfire if it's closer than a heated building. I haven't checked the code and at this time have no idea how hard it would be to implement.
#251
Ideas / Re: Two outfits per pawn
November 13, 2017, 04:11:33 PM
Quote from: idgarad on November 13, 2017, 03:58:28 PM
Actually we need outfits to have triggers adn claimed clothing stored in containers or shelves. That way you can have a set for cold snap, heatwave, ranged combat, and melee combat and have the pawns automatically switch between those sets AND retain their clothes in their own rooms.
Nice idea. There is a mod, which is of a nature where it would fit just fine. Now if only there was a name or a link to that mod, then you could have proposed it there  ::) :P
#252
Copy paste from Two outfits per pawn suggestion thread. I like this idea and would like to see it in the mod. Alternatively make different outfits trigger on outdoor temperature. Perhaps there is a point to the indoor/outdoor part too, allowing moving around freely indoor in heated buildings without being restricted by heavy winter cloth.
Quote from: idgarad on November 13, 2017, 03:58:28 PM
Actually we need outfits to have triggers adn claimed clothing stored in containers or shelves. That way you can have a set for cold snap, heatwave, ranged combat, and melee combat and have the pawns automatically switch between those sets AND retain their clothes in their own rooms.
#253
Ideas / Re: Multi-Threading Without Multi-Threading
November 13, 2017, 04:03:24 PM
Quote from: qsdoosix on November 12, 2017, 03:09:51 AMThe idea come to my mind is
make a queue for every job (hauling, crafting, etc., basically a queue for each work in work tab), updated and do the slow stuff (checking every possible work and push them in the related queue) in a relatively long period. (say,update every in game hour, even it takes a full second to do that you still can get a smooth game).And when a pawn needs a job, he just pull the first one in the queue with highest priority. Which takes almost no time.
My impression based on experience with turning jobs on and off in the work tab is that hauling and cleaning are the most demanding tasks for the CPU when there is nothing to do.

Take for instance cleaning. It cleans in the home zone (There is a mod to make a cleaning zone. That would be nice in vanilla). Imagine having a counter for the amount of dirt in the home zone. This means the first thing to check when trying to see if cleaning is possible is to return not possible if counter is 0. A counter for dirt inside each room (which is also in the cleaning zone) would be nice because particularly with mods the cleaner might not be able to get to all the dirt, which will really makes the game lag. If the counter is not 0, check counters for the rooms the pawn can access. Particularly stuff like making prisoners clean with the prison labor mod makes the game lag big time when the prison is clean.

A counter for items to be hauled could be good too. If you somehow end up with items, which the pawns tries to haul to stockpiles, but the items aren't accessible, then the game will lag big time.
#254
Quote from: CannibarRechter on November 13, 2017, 02:57:57 PMWhat happens IRL is that this will bust your ear drums, but you'll heal up in a week or three. The permanent hearing loss is generally more subtle, and requires repeated, long term exposure, typically to emerge as significant loss.
Actually sudden loud noises or air pressure can cause instant permanent damage to the ears and might even rip the ear drums apart so violently that they will not grow back together. The shockwave can also travel to the inner ear where it can cause havoc with tinnitus and permanent and/or temporal hearing loss to follow.

I'm not sure I like this idea. It sounds like one of those things where it would just be annoying and cause most players to load the game if it happens. Remember that this will usually not happen to one colonist, but rather half the colony if you are attacked by somebody with a rocket launcher.
#255
Ideas / Re: Fireplaces outdoors should radiate heat.
November 13, 2017, 03:38:20 PM
Quote from: Bozzarr on November 13, 2017, 03:11:24 PMFireplaces do not need to heat up local area, instead the pawns could use the fireplaces just like they use any other object in game. Pawns could reach out their hands (as if they actually had it ;)) and use fireplace the remove their hypothermia, few percent at a time.
I wonder how hard that would be to make in a mod. Something like a job at a campfire. A colonist can start working if temperature status is worse than shivering (or shivering included?) and is stopped right away if it reach the first level of hot. Add this new job as the highest priority job for all colonists and they will heat themselves up as needed. Perhaps threshold for when to start and end should be configured with HugsLib as some extreme environments will have different requirements than winter in normal ones. Seeking safe temperatures would also have to be modified to make it perfect, but the job alone would be a good start.

Normally I would say build houses and heat those, but particularly on large maps it would be beneficial to make "emergency heat sources" anywhere. You can cut down one tree and build a fire if you fear you will get frostbite before getting back, or even risk not getting back at all without being heated up first.