[A14] ESM - e's small mods (Custom Population - NEW!)

Started by 1000101, September 13, 2015, 02:36:05 PM

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Sarelth


1000101

Quote from: Tekki on July 22, 2016, 03:37:01 PMproblem with Do Not Disturb mod: lovers cant sleep with each other since the other one always closes the door

Should be fixed, always update your mods to the latest version before reporting potential bugs.

If it's still a problem, please let me know.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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BlueWinds

I just downloaded the latest version, and unfortunately the room-sharing fix is only partial. Both colonists will go to bed in the same room, but when one wakes up earlier than the other, they'll wander around idle, blocked by the locked door until the other wakes up.

Grynnreaper

So how goes the slaver mod E? Get past that issue yet? Not trying to be a pest just looking forward to it.

1000101

Quote from: BlueWinds on July 23, 2016, 03:11:03 AMI just downloaded the latest version, and unfortunately the room-sharing fix is only partial. Both colonists will go to bed in the same room, but when one wakes up earlier than the other, they'll wander around idle, blocked by the locked door until the other wakes up.

tbh, I didn't even consider that the other pawn may want out of the room, only that they would want in.  I'll take a look at this but I consider it a minor issue compared to the major one of being locked out.

Quote from: Grynnreaper on July 23, 2016, 01:40:58 PMSo how goes the slaver mod E? Get past that issue yet? Not trying to be a pest just looking forward to it.

Please direct all questions regarding P&S into the P&S WIP thread.  :)
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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DJMurtz

Quote from: BlueWinds on July 23, 2016, 03:11:03 AM
I just downloaded the latest version, and unfortunately the room-sharing fix is only partial. Both colonists will go to bed in the same room, but when one wakes up earlier than the other, they'll wander around idle, blocked by the locked door until the other wakes up.

Same issue here.

temporary fix: draft the pawn that woke up early, move them next to the door, pause the game and unforbid the door, then order the pawn to move out of the door, and unpause the game.

Man_Jones


1000101

No, they are solid rock.  They've only been carved to look like walls.

However, they are stronger and have beauty which is the trade-off.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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1000101

New Mod - Custom Population

I added a new mod which adds an MCM so you can set custom population levels for each installed storyteller.


Changes to existing mods:

Smooth Wall now takes a lot less time as I felt it was too slow.


Fixes:

Do Not Disturb is now a lot smarter and shouldn't lock colonists in or out of their rooms when they share a room.
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There are 10 kinds of people in this world - those that understand binary and those that don't.

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StormySunrise

Quote from: 1000101 on August 04, 2016, 05:39:25 PM
New Mod - Custom Population

I added a new mod which adds an MCM so you can set custom population levels for each installed storyteller.



Could you elaborate what population levels reer to?, is it generated factions or like general population o all things living?

Changes to existing mods:

Smooth Wall now takes a lot less time as I felt it was too slow.


Fixes:

Do Not Disturb is now a lot smarter and shouldn't lock colonists in or out of their rooms when they share a room.

1000101

The population numbers are targets for the colony population.  They have nothing to do with factions, animals or anything else.  Just the colonists.

The game will increase events which will add colonists until the minimum desired population is reached and operate at "normal intervals" until the maximum population is reached.  It then starts scaling them back until the critical level is reached at which point you will never get random joins or see slave traders.
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There are 10 kinds of people in this world - those that understand binary and those that don't.

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StormySunrise

Quote from: 1000101 on August 04, 2016, 09:14:29 PM
The population numbers are targets for the colony population.  They have nothing to do with factions, animals or anything else.  Just the colonists.

The game will increase events which will add colonists until the minimum desired population is reached and operate at "normal intervals" until the maximum population is reached.  It then starts scaling them back until the critical level is reached at which point you will never get random joins or see slave traders.

Thanks for the explanation! For some reason my question got deleted from my post.

Elysium

Hello, nice set of mods and thank you for fixing do not disturb.  I have noticed a minor bug with smooth walls: The exp gained doesn't seem to factor in passions (x1.0 and x1.5) and appears to gain at the default x0.33.  Not a big deal but thought I would mention it.  Thanks for your contributions.

1000101

Quote from: Elysium on August 05, 2016, 11:21:18 AM
Hello, nice set of mods and thank you for fixing do not disturb.  I have noticed a minor bug with smooth walls: The exp gained doesn't seem to factor in passions (x1.0 and x1.5) and appears to gain at the default x0.33.  Not a big deal but thought I would mention it.  Thanks for your contributions.

Unless the core method changed, it's just calling said method to add experience.  That method itself should handle the passions.  Note that you don't get a lot of experience from smoothing walls anyway but you get it for each of the three involved skills (construction, mining, artistic).

I'll look into the passion issue though and if the core method isn't doing it then I'll release another update which does it on the mod side.
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There are 10 kinds of people in this world - those that understand binary and those that don't.

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Elysium

#149
Quote from: 1000101 on August 05, 2016, 11:44:22 AM
Unless the core method changed, it's just calling said method to add experience.  That method itself should handle the passions.  Note that you don't get a lot of experience from smoothing walls anyway but you get it for each of the three involved skills (construction, mining, artistic).

I'll look into the passion issue though and if the core method isn't doing it then I'll release another update which does it on the mod side.

I'm fairly new to this game and it is entirely possible that my understanding of how exp gained is incorrect, so do correct me if I am wrong, but isn't the exp gained per work required the same for all work types that increase exp incrementally? For example, assuming work speed is the same throughout, building a wall that requires 20 work and smoothing a wall that requires 20 work should net the same result if this is the case. The only reason I mention it is because I was watching the exp tick up while smoothing a floor or construction compared to smoothing a wall and it is quite different.  It is also possible I'm having some kind of mod conflict because I really like to use a lot of mods.