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

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

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Latta

Quote from: Cornuthaum on September 16, 2015, 05:28:22 AM
Just to cheer you up, after a day and a half with NCP I don't think I can go back to Rimworld without NCP. It's just so amazingly convenient.

Thank you! That's very motivating. Now what is wrong with Marvin's Doc...

RemingtonRyder

I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

Cornuthaum

Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.

Beathrus

Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!

Latta

Quote from: Cornuthaum on September 17, 2015, 09:12:24 AM
Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.

I think that's the case, too. There is a property named LocalRegionsToScanFirst : int, which is 4 in CleanFilth's case.

Quote from: Beathrus on September 18, 2015, 07:58:00 PM
Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!

I know that mod ::) No one updated it?

Beathrus

Quote from: Latta on September 18, 2015, 10:48:47 PM
Quote from: Cornuthaum on September 17, 2015, 09:12:24 AM
Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.

I think that's the case, too. There is a property named LocalRegionsToScanFirst : int, which is 4 in CleanFilth's case.

Quote from: Beathrus on September 18, 2015, 07:58:00 PM
Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!

I know that mod ::) No one updated it?

Not since 11b it seems. :/ And its one of my Favorites, because it adds to the game! I mean, the normal vanilla game its 'dark' isn't really dark.

Latta

Gardening updated. Now includes sowable grass with doubled beauty.
And turned out that Darkness works well with A12 despite no update.

Beathrus

#127
Quote from: Latta on September 18, 2015, 11:29:30 PM
Gardening updated. Now includes sowable grass with doubled beauty.
And turned out that Darkness works well with A12 despite no update.

Really? :O

Edit: Does Brighten work with A12d or..?

TheGentlmen

#128
Quote from: Latta on September 18, 2015, 10:48:47 PM
Quote from: Cornuthaum on September 17, 2015, 09:12:24 AM
Quote from: MarvinKosh on September 16, 2015, 10:26:31 AM
I think it's distance. Maybe, to avoid having cleaners run from one end of the home zone to the other cleaning odd patches of dirt, there's a proximity requirement to start doing cleaning.

Doc is Frail and thus doesn't move as fast as the other colonists, so it fits.

It does this with hauling too - on a large (not Ludeonicrous, but the 105k cells one) map, when you mine out all the distant open metal deposits, the haulers will go Idle rather than haul because it's so far away.

I think that's the case, too. There is a property named LocalRegionsToScanFirst : int, which is 4 in CleanFilth's case.

Quote from: Beathrus on September 18, 2015, 07:58:00 PM
Latta, can you take a look at the mod 'Darkness', Its a good mod, and goes well with your 'Brighten' mod!

I know that mod ::) No one updated it?

I had a updated version for A12, but I decided agiast uploading it.

I'll try to find it.

EDIT:Relized you've got an updated version...

Pokk720


Latta

Updated NCP to 10b.
Please let me know about any performance hit as I had to remove region search restrictions because of "This mod does not work"s, even when it is actually working.

Quote from: Pokk720 on September 19, 2015, 01:56:41 PM
Does Brighten affect raiders and guests as well?

Yes.

RemingtonRyder

Hey Latta, I haven't noticed much of a performance hit with NCP! 10b. The cleaning behaviour is improved, though.

Latta


Ectoplasm

Wanted to add a line on NCP, seems to be fine for me as well, haven't noticed any detrimental effects. Though since the update my colony hasn't grown to huge proportions yet. The pawns seem to be cleaning the specified area well too. Thanks/.

daveboy2000

So which mods are actually updated? They all state old versions in their posts.