[A12d] [MODLIST] Latta's small mods : NCP 10b

Started by Latta, March 04, 2015, 10:06:41 AM

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RadGH

#165
I was struggling to get a cleaning area to work in my existing save game like some others. I have edb interface.

Here's some info:

1) Existing colonies don't start with a cleaning zone.
2) In a new colony/world, the cleaning buttons do NOT look like this anymore: http://i.imgur.com/P0aaczk.png but instead look like this: https://dl.dropboxusercontent.com/s/3xaafba5m6jk5gk/2015-12-04_01-08-32.jpg?dl=0

Here's how to add a cleaning zone to your existing world:

1) Create a new zone in your game with named "CLEANME". Name doesn't matter and will be overwritten later.
2) Save your game. Make it a separate save than your original in case you break it by modifying it.
3) Go to your save folder. Default is: %appdata%\..\LocalLow\Ludeon Studios\RimWorld\Saves
4) Open your new save file in a text editor (notepad might work, but I use Notepad++)
5) Ctrl+F and locate this bit of text: <label>CLEANFIX</label>
6) Scroll up from that line, Locate this line: <li Class="Area_Allowed">
7) Replace the class, REMOVE Area_Allowed and INSERT NoCleaningPlease.Area_Cleaning
8. Should look like, https://dl.dropboxusercontent.com/s/56viam8f3k111wg/2015-12-04_01-15-10.jpg?dl=0
9) Load your game. You should now see the zone has been renamed "Cleaning"
10) Place the cleaning zone. Unpause the game briefly, as it won't update the tiles are cleanable immediately
11) After a few seconds, your cleaners should be able to right-click to clean within the zone. But you don't get the popup outside of the zone.

Hope this helps. The same instructions might be in the other 11 pages but I didn't bother to look.

--

Latta, can you please link the instructions in the mod's post for people trying to add the mod to their existing world? Or advise for a better solution. I had thoroughly read this post but it didn't have much information:

https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238

Tekuromoto

Quote from: RadGH on December 04, 2015, 04:16:41 AM
I was struggling to get a cleaning area to work in my existing save game like some others. I have edb interface.

Here's some info:

1) Existing colonies don't start with a cleaning zone.
2) In a new colony/world, the cleaning buttons do NOT look like this anymore: http://i.imgur.com/P0aaczk.png but instead look like this: https://dl.dropboxusercontent.com/s/3xaafba5m6jk5gk/2015-12-04_01-08-32.jpg?dl=0

That's strange... I use NCP and EdB interface and have no problem assigning/deleting cleaning zones. My zones menu looks like



and as you see the cursor is a little broom that lets me paint the cleaning area, just like any of the other basic areas like home, roof, or snow clearing. You're correct that there is no default cleaning area though - it's independent of your home area.

duduluu

Can I activate ASA and "A Dog Said..." in one colony?
RimTrans translation tool for RimWorld
RimWorld-English original text for translating RimWorld
RimWorld-zh.com my translation team website

rayvien

Hi just wanted to let you know that ASA and Dog Said aren't compatible with Edb Interface. when both are active the operations tab does not appear for animals. Is this a problem on your end or there's?

Dr. Z

Do the version numbers refer to Alpha versions of RimWorld? Becasue the title says Alpha 12 but theres no v12 in the list and "no cleaning please" and "expanded history" don't work for me. Or do I need to create a new colony for them to work?
Prasie the Squirrel!

CoffeeOMG

Hi,
I'm having issues with Door Mat mod. I researched carpeting (and it told me that door mats will be available), and then... nothing.
I can't find door mats. Anywhere. I looked in furniture, floors, etc.
Any ideas? All my mods are up to date, including CCL (v.12.4)
Thank you,
-Coffee

skullywag

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

CoffeeOMG

I don't have it  :o My misc. toolbar only has vanilla items.
I feel like I'm taking crazy pills.
What do?

skullywag

So it sounds like you think you have mod on when you dont. Check your folder structure and make sures its mods/doormats/about/about.xml and not mods/doormats/doormats/about/about.xml
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

RickyMartini

Hi. Can you give us a little insight as to how the global temperature changer works? What parameters do I change when I change those numbers? I don't get it.

Kaballah

Quote from: Latta on March 04, 2015, 10:43:40 AM
No Cleaning Please! (21-09-15 v10b)


Description
Separate cleaning function from home area to "cleaning area".

This is such a fantastic improvement over the vanilla behavior, thanks so much for this.

Kaballah

Quote from: Latta on March 04, 2015, 10:43:40 AM
No Cleaning Please! (21-09-15 v10b)


Description
Separate cleaning function from home area to "cleaning area".

You know what would go super, super well with this: if you could add a 5th Schedule category (currently Anything/Work/Joy/Sleep) for Cleaning, so you could set a few pawns to do all the cleaning in the morning or at the end of the day or whatever, instead of instantly when the filth appears.

RickyMartini

But isn't "Work" kind of already there? Would probably be really buggy since the schedule would basically mean "Make cleaning number one priority." Now I don't know of any other modder that has done that.

Kaballah

Yes but the problem with cleaning is that you either make it top priority so it gets done at all, so you have people stopping whatever they're doing and running across the zone (cleaning or home in vanilla) to clean 1 spot of dirt, and then going back to whatever was lower priority - or you make cleaning a lower priority and it simply never gets done.  It would be great to just set a different activity type in the Schedule interface and just let the filth pile up until end of the day/morning cleaning time slot that you configure the same as you can configure specific time for "go play with toys/make snowmen" (which is really just another kind of work anyway).

Kaballah

#179
Poking around in ILSpy, the check for what type of activity is set on Schedule interface is made in Rimworld.JobGiver_Work (or whatever the correct notation is idk) and the activity types themselves are set in Rimworld.TimeAssignmentDefOf.  I have no idea if adding another item to TimeAssignmentDefOf would make the UI blow up or display it automatically.  If it does, I'm guessing you could override JobDriver_CleanFilth/WorkGiver_CleanFilth and check the TimeAssignment to see if it's cleaning time, else don't issue the job/don't clean.

e: I suppose since TimeAssignment is set per-colonist then you wouldn't check it in the WorkGiver eh