[A13] AutoEquip - Choose Apparel order by Stats! Trated ColdSnap, Priorize Works

Started by soulkata, September 12, 2015, 10:04:43 AM

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syacucloud

No Number on gear tab with hardcore sk pack.
random it works.

Dave-In-Texas

I like this mod (in concept) a lot.  in practice its very confusing and opaque what is going on.  i ended up with half my colonists with the naked debuff because they were not wearing pants unless forced.

As i don't feel the intent is to add more micro management, something is wrong with the implementation or my understand (grin). 

i'm not finding the various 'comparer' screens of any help.  lots of numbers and again very opaque in what it means.

I've been messing around with it for a day or so and have come to the decision to disable it, which makes me a little sad.   and on reading the thread more carefully I  did have sharp/blunt armor removed from the outfit as i didn't really care how much armor they had.   i've gone back to my last save and tried adding them back in..

(edit2)  On observation they seemed to stop stripping down :)  although there was quite a bit of shuffling of clothing (pants with the same armor stats and no infused stats on both sides of the shuffle for example).

(edit: further thoughts)

TLHeart

great concept, needs better implementation, and less stripping naked.

Killaim

tried it out (using hardcore mod)

not sure if im doing it right or my colony is just to big with too much stuff lying around.

i presume that the 5000 tick thing is when it looks through all the stuff - then applies it to the colonists.

but my game comes to a complete halt, then after a good time it resumes.

guess its just too many colonists choosing between to many items.
*edit*
any thoughts if this mod would be applicable to say a stockpile ? so you had the slider options there ? id love that - would be able to place all my fighting gear in one room and know i can just send my guys there and they can be forced to pick it up or changed quickly into a new outfit type.


RickyMartini


soulkata

Quote from: Skissor on April 11, 2016, 10:21:58 AM
update?


Right now I am involved in some personal projects... And the last version is too bugged to update. I want to see if I found some previous version, that the pawns didn't look at the other pawns apparels to found his own. But no promises, like I said many company and personal projects! :(


siralexlaw

Good Afternoon,

After about an hour of unchecking mods rechecking mods reloading maps remaking maps sitting through initial colonies; I found that Autoequip was the culprit behind a weird bug where raiders and visitors would not move from their initial spawn zone. They will sit there on the edge of the map until they finally attempt to leave, then flee, then die. I haven't a clue why they act this way.

I'm running a13v001 with the following mods that might be conflicting?
CTS
HaulPriority
Heavy Defence
High Caliber
Hospitality
Area Rugs
Mining helmet and MMS
Mad Skills - Tiered
Enhanced Tabs
MedicalInfo
Smart Bears

To be fair I went after AI tweak mods first, primarily I thought it was hospitality causing the issue.

soulkata

Quote from: siralexlaw on April 12, 2016, 02:54:21 PM
Good Afternoon,

After about an hour of unchecking mods rechecking mods reloading maps remaking maps sitting through initial colonies; I found that Autoequip was the culprit behind a weird bug where raiders and visitors would not move from their initial spawn zone. They will sit there on the edge of the map until they finally attempt to leave, then flee, then die. I haven't a clue why they act this way.

I'm running a13v001 with the following mods that might be conflicting?
CTS
HaulPriority
Heavy Defence
High Caliber
Hospitality
Area Rugs
Mining helmet and MMS
Mad Skills - Tiered
Enhanced Tabs
MedicalInfo
Smart Bears

To be fair I went after AI tweak mods first, primarily I thought it was hospitality causing the issue.

Hi, Any log messages?

siralexlaw

I can definitely get these for you, just what do you look for specifically?

Grogfeld

hey soulkata.
I can confirm that somethings wrong with visitors. Output log in attachment.

[attachment deleted by admin - too old]

DFKabuto

You should update the topic title to say A13. A lot of people (me) probably search this forum by topic title.

1000101

QuoteVersion a13v001 (05/10/2015)

Awesome, not only did you update the mod but one of your personal/company projects is time travel!

On a more serious note, I'm glad to see they will only look at clothes in stockpiles now.  I hope they will look in anything with storage settings (such as equipment racks) and not just stockpile zones though.

I also hope that they will stop swapping clothes so often.  ie, they let the condition (health) run down a bit before dropping the 99% pants they just put on.  I found it a bit irksome in the past that some pawns would spend all day changing clothes.
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soulkata

Quote from: 1000101 on April 12, 2016, 06:06:54 PM
QuoteVersion a13v001 (05/10/2015)

Awesome, not only did you update the mod but one of your personal/company projects is time travel!

On a more serious note, I'm glad to see they will only look at clothes in stockpiles now.  I hope they will look in anything with storage settings (such as equipment racks) and not just stockpile zones though.

I also hope that they will stop swapping clothes so often.  ie, they let the condition (health) run down a bit before dropping the 99% pants they just put on.  I found it a bit irksome in the past that some pawns would spend all day changing clothes.

Pick choices like the original game... And I dont think that they should change too often.... But, I am with a big problem rigght now a Error on Raid, and I dont even imagine the reason... And today is the last time in the week that I can post... :(

soulkata

The error happens just replacing the original "Defs\ThinkTreeDefs\Humanlike.xml" with a identical one! Thism brokens the mod... Need to ask for developers help!