[A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07

Started by jackarbiter, April 20, 2016, 09:22:42 PM

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florencka

I'm now using Enhanced Tabs https://ludeon.com/forums/index.php?topic=15964.0 with this one, and somehow after the update to the 0.05b (same save) all colonists but one disappeared from the detailed work tab. They are also not working at all if I turn on the detailed tab. After I recruited a new pawn, he also showed up in this tab, so that there are only 2 out of 11 colonists in the detailed view. Since this is the most important feature of the Enhanced Tabs, any idea how or if at all I can get it to work with this mod?

Grogfeld

Quote from: florencka on June 02, 2016, 09:38:13 AM
I'm now using Enhanced Tabs https://ludeon.com/forums/index.php?topic=15964.0 with this one, and somehow after the update to the 0.05b (same save) all colonists but one disappeared from the detailed work tab. They are also not working at all if I turn on the detailed tab. After I recruited a new pawn, he also showed up in this tab, so that there are only 2 out of 11 colonists in the detailed view. Since this is the most important feature of the Enhanced Tabs, any idea how or if at all I can get it to work with this mod?

Yea, I had the same problem with beta version of Enhanced Tabs. You need to remove ET reload save, save, reload game with ET and it should work.

Fluffy (l2032)

Any chance you guys could send me your save files + output_logs? Fixing Fluffy Tabs isn't really Arbiter's job (unless he's included it, in which case, you're on your own, buddy :P)

Grogfeld

Quote from: Fluffy (l2032) on June 02, 2016, 10:06:29 AM
Any chance you guys could send me your save files + output_logs? Fixing Fluffy Tabs isn't really Arbiter's job (unless he's included it, in which case, you're on your own, buddy :P)

Hehe well I think it was nothing, reloaded game and everything works fine so I will not take your precious time when you can spend it on You awesome mod. But yea, I forgot to mention it to you, my bad, sorry I'm a lousy tester :D But I can try to reproduce this bug if you want.

EDIT: Ok, bug reproduced, files send to Fluffy with description in PM. Hope it helps.

florencka

Quote from: Grogfeld on June 02, 2016, 09:47:00 AM

Yea, I had the same problem with beta version of Enhanced Tabs. You need to remove ET reload save, save, reload game with ET and it should work.

Thanks, I'll give it a try. I also sent the files to Fluffy and hope I can thus contribute to this nice mod ;)

jackarbiter

Quote from: Fluffy (l2032) on June 02, 2016, 10:06:29 AM
Any chance you guys could send me your save files + output_logs? Fixing Fluffy Tabs isn't really Arbiter's job (unless he's included it, in which case, you're on your own, buddy :P)

No people ask me to include UI stuff but I have enough on my plate :D

I've addressed all the bugs that have come up so far and some of the balance stuff Grogfeld asked about; some of these may have messed with Fluffy's tabs, so it may well be my problem to fix.

1. When I finally merged EPOE instead of making a patch like I started out doing, and then added DE-surgeries, two surgeries got replicated with the same defs and all. But apparently the game doesn't have an issue with this.

2. DE-surgeries attaches surgeries to the human def, but some of the ones they attach end up mirrored in the health tab.

Both of these are fixed, I'm just waiting to have time to try to fix the stupid hauling loop bug. I was hoping to take a look at Fluffy's tabs tonight, I have them installed but haven't looked into them. They may not like some of the surgery replication, or it may well be some other bug I haven't come across yet. So I hate to waste your time Fluffy.

(EDIT) If anything it's probably to do with the damn vehicles.

And yeah, I have some labels to set it looks like. florencka accidentally sent me the log so I took a look at it.

(EDIT2) I was talking with someone for their mod (not mine, haven't seen this myself) about that message that's spammed there, "Look rotation viewing vector is zero," the other day. It's a unity error when checking against a vector that is (0,0,0). Can't imagine that's a work tabs thing but idunno.
Arbitration - One-folder modpack, marathon overhaul, working vehicles

jackarbiter

Quote from: florencka on June 02, 2016, 12:29:22 PM
Quote from: Grogfeld on June 02, 2016, 09:47:00 AM

Yea, I had the same problem with beta version of Enhanced Tabs. You need to remove ET reload save, save, reload game with ET and it should work.

Thanks, I'll give it a try. I also sent the files to Fluffy and hope I can thus contribute to this nice mod ;)

This is on me, had to add a workdef or some such to fix the deep mine and concrete mixer, blatant error on my part, and updating a work or job def or whichever it was in the middle of the game means you have to remove Fluffy's tabs, save, add Fluffy's tabs back. So fixable and temporary and not Fluffy's problem. :) And will likely happen again with the next update, depending, since I add a better way to get rid of clothing (not sure).
Arbitration - One-folder modpack, marathon overhaul, working vehicles

Grogfeld

Quote from: jackarbiter on June 02, 2016, 03:57:12 PM

This is on me, had to add a workdef or some such to fix the deep mine and concrete mixer, blatant error on my part, and updating a work or job def or whichever it was in the middle of the game means you have to remove Fluffy's tabs, save, add Fluffy's tabs back. So fixable and temporary and not Fluffy's problem. :) And will likely happen again with the next update, depending, since I add a better way to get rid of clothing (not sure).

I thought it's related to new workdef for deep mine, good that we have solution to fix this. Also, good to know that you have found source of duplicated surgeries in medical tab. The damn vehicle hauling loop. I've managed to "fix it" by adjusting in Enhanced Tabs job for hauling with vehicles only for few single hours in a day. That way Pawn will grab what he want and haul it, by the time he arrives he have higher priority on other job so he leaves cart (it's always cart issue). It looks like ATV have no problem with this, probably because it have only 2(?) slots. I would suggest that give it only 1 slot that way ATV would be a great tool for haul because the speed is insane :)

Oh and the "Look rotation viewing vector is zero" bug, i just had one for the first time it freezes game. Nasty one.

Anyway, looking forward for new updates :) I just had a small battle with 6 scythes (poison ship) vs my fortress with 2 cannons and gatling gun. Of course enemy shoot at me from further than range of cannons so I had to use ATVs to move cannons to better position and for that I had to charge with other pawns with henry rifles. I must say that this was a great battle. My best shooter was dawned 2 times and still after he got patched by medic behind solid rock in the field, he was the one who stand always in front line :D No one was killed, except 3 allies so free stuff.

Molotov cocktails are broken. It's strange because extracting FSX from boomalope sacks have description, "making molotovs". And in bid you have cloth and potatoes (in description) but on selection stuff screen there are only potatoes. Sorry I don't remember which one is missing.

jackarbiter

Quote from: Grogfeld on June 02, 2016, 05:05:01 PM
Molotov cocktails are broken. It's strange because extracting FSX from boomalope sacks have description, "making molotovs". And in bid you have cloth and potatoes (in description) but on selection stuff screen there are only potatoes. Sorry I don't remember which one is missing.

Thanks, I'll handle this one before tonight's update. Was it just description stuff? Can you still make them? I probably decided to leave out cloth but forgot to handle the description (thinking about it now, cloth would be good to include), and I copied the xml for the FSX so that's likely another description oversight.

Sounds like a great battle. I was hoping that there was enough time before the reference shelf was done that people would be having to cowboy it up. Hauling cannons closer with ATVs is pretty damn cowboy, that's awesome.
Arbitration - One-folder modpack, marathon overhaul, working vehicles

Grogfeld

No I can't make it. Description is OK, just missing stuff to select from prevent crafting cocktails.

Battle wasn't big but it was really entertaining to watch how everything just happened like scripted event :) First ship debris crashed so I was forced to craft more rifles, and cannons because I recently researched project that unlocked it, and than when I triggered scythes I realized that gun range is to short so I had to do something with it, and help from friendly colony was also a nice addition to story. So yes, you had really good plan how research is done and my wild wild west era is quite enjoyable :)

jackarbiter

I think I fixed the hauling loop bug.

New version up. If you have Fluffy's tabs and colonists disappear from it after you update (not sure if this will happen), disable it, save your game, enable it.
Arbitration - One-folder modpack, marathon overhaul, working vehicles

florencka

Quote from: jackarbiter on June 02, 2016, 09:46:28 PM
I think I fixed the hauling loop bug.

New version up. If you have Fluffy's tabs and colonists disappear from it after you update (not sure if this will happen), disable it, save your game, enable it.

Great, many thanks for the update! I've been waiting for this fix, I've been having significant problems with the hauling throughput without vehicles mid-game. It just wasn't enough.

I did a little bit of testing and can confirm that the hauling loop between zones of different priority doesn't seem to be an issue anymore. Hauling with vehicles to containers from Extended Storage mod doesn't work. Is it something that you can and intend to change? I'm using a workaround with a low priority zone next to the containers, so that the last couple of metres are hauled manually, this works fine.

zzz1000

Small video about  tank versus cannon  (Not sure is it ok to post it here )

https://youtu.be/2IgRsTFYxTA
I shoot it from small arms mostly in hope to damage sensors, they are less protected somehow
Machinegun one is most safe  I suppose, and now I have  AP ammo for sniper rifle.   

Voker57

I updated but somehow reference bookcases still don't link to simple research bench.

Voker57

Suggestion: did you consider including Deep Storage from MD2 mods? I think it would be really great addition to this mod, it's way less glitchy than that ammo thing currently included and does not involve some space magic like quantum storage.