[A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015

Started by BBream, April 17, 2015, 06:32:23 AM

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ROD

Quote from: falcongrey on June 28, 2015, 02:11:20 AM
I haven't tried this mod with v11 yet. Has anyone tried it to find success or issues?

Just did. The game didn't even started after selected the mod.

falcongrey

Quote from: ROD on June 28, 2015, 05:40:06 AM
Quote from: falcongrey on June 28, 2015, 02:11:20 AM
I haven't tried this mod with v11 yet. Has anyone tried it to find success or issues?

Just did. The game didn't even started after selected the mod.

Thanks. :) Was just about to try it and checking for any possible updates. Will continue without for now, sadly.
It matters not if we win or fail. It's that we stood and faced it.

BBream

On working for version up
-TodoList
  Convert A10 to A11
  Fix converting bug
  Fix big problem with cargo(read quote)

Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.


nmid

awesome..

I think ninefinger mentioned something about the mod taking a lot of system resources or leaking memory problems? Not sure...
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

BBream

Quote from: nmid on July 03, 2015, 09:01:16 PM
awesome..

I think ninefinger mentioned something about the mod taking a lot of system resources or leaking memory problems? Not sure...

I try to find this problem but I cannot find it. @TurtleDude give a lot of clue to me and I tested whether it has leaking memory but it didn't have problem about that. I think it's OK.

nmid

Awesome. That's all I wanted, that you checked and found nothing wrong/took care of it.
I'll add this mod when it's released... do let us know if we can add it to a running game.
Cheers.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

BBream

Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.

I saw similar bug reports before. However I followed this step and I could not replay this bug. This bug is very tricky and I can't tell you it has been fixed.  :'(   

falcongrey

Quote from: BBream on July 03, 2015, 07:15:34 PM
On working for version up
-TodoList
  Convert A10 to A11
  Fix converting bug
  Fix big problem with cargo(read quote)

Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.

I have yet to really see this error happen. I DID once see it kick up. This was when I had made more than 1 hauler. After I destroyed all but one of the haulers then by saving, exiting the game, starting the game again, and then reloading solved it. If I only made 1 hauler this issue never popped up.

Could it be something to do with how the core game is caching the job and then how the mod reserves the hauler? Could something be causing it to be unable to see the difference between the different haulers?

Really hoping this mod is updated soon (issue or no-issue). I miss having at least 1 hauler in the game. :D
It matters not if we win or fail. It's that we stood and faced it.

BBream

Quote from: Canute on July 06, 2015, 07:03:14 AM
Is the current mod ready for A11b ?
Does it need to create a new world/colony ?

I just add the mod to the Hardcore SK Global modpack 1.8 at the end of the Mod-list. And load my colony.
All the pawn who should do some hauling by their own just do nothing.
Without the mod do the hauling by themself.

A11b? Oh, I didn't know that. It is for A11. I should check it but not now. I'll upload A11b soon.
You don't have to restart. maybe

Goldsmyths

Tried the cart, works like a charm at clearing rock chunks from mining a mountain bunker. A real game changer IMO. Great job, and hope tynan get's this in vanilla.
Now I just need an explanation on how to make sure that the colonist will always wear the cart when they are going hauling, since there's like a 50-50 chance my colonist would auto use it.
Do I have to place a parking spot on the front door to make sure they wear it when going out?

BBream

Quote from: Goldsmyths on July 06, 2015, 12:02:07 PM
Tried the cart, works like a charm at clearing rock chunks from mining a mountain bunker. A real game changer IMO. Great job, and hope tynan get's this in vanilla.
Now I just need an explanation on how to make sure that the colonist will always wear the cart when they are going hauling, since there's like a 50-50 chance my colonist would auto use it.
Do I have to place a parking spot on the front door to make sure they wear it when going out?

Colonist always try to use cart if cart is available. It is not related to place a parking spot so you need to make some more carts.

falcongrey

Of course now that I mentioned I have never REALLY seen this 'stand and do nothing' bug... I run into it. -//-

But then, you did mention it is ready for A11 and I am running A11b.
It matters not if we win or fail. It's that we stood and faced it.

BBream


Truthowl

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Truthowl
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nmid


- V1.3a    https://www.dropbox.com/s/y4c85klxqin803c/ToolsForHaulV1.3a.zip?dl=0
- V1.2a  https://www.dropbox.com/s/w8w17g1bciyxxnt/ToolsForHaulV1.2a.zip?dl=0

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Can you please tell us which version is for A11?
I haven't moved to A11b and I want to use this in one of my A11 colonies.

Also, can I use this in my existing colony?
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ