Ludeon Forums

Ludeon Forums

  • September 15, 2019, 10:14:02 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11

Author Topic: [WIP] Britnoth's experiments thus far  (Read 73367 times)

Anarcraft

  • Drifter
  • **
  • Posts: 23
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #135 on: December 02, 2017, 08:19:55 AM »

Hmmm, OK, perhaps what I thought was vanilla behavior was tweaked by mods as I always play with a lot of mods.  Thanks for the update!
Logged

TryB4Buy

  • Drifter
  • **
  • Posts: 81
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #136 on: December 05, 2017, 02:02:37 PM »

No dropbox link?
Logged

kaptain_kavern

  • Planetologist
  • ****
  • Posts: 2074
  • started 10 mods in one tick.
    • View Profile
    • RimWorldMod Slack - A place for live chatting about RimWorld modding
Re: [WIP] Britnoth's experiments thus far
« Reply #137 on: December 05, 2017, 02:40:25 PM »

Downloads are in attachments in the first post

frenchiveruti

  • Colonist
  • ***
  • Posts: 177
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #138 on: December 09, 2017, 05:52:53 PM »

Hello Britnoth, will you add the fix for "forced" bed rest? As staying in bed for patients who will receive treatment is very crucial, specially for old pawns who won't be winning against malaria or plague so easily and resting is mainly their only chance to survive (because bed rest actually increases the "inmunity" gain speed).
Also this affects pawns who will receive an operation like installing an arm or peg leg, as they won't stay in bed until the doctor reaches them
This can be seen in any testing environment, either with or without other mods.
Logged

Britnoth

  • Colonist
  • ***
  • Posts: 357
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #139 on: December 19, 2017, 03:09:16 AM »

I attached an updated dll at the bottom of the previous page...
Logged

frenchiveruti

  • Colonist
  • ***
  • Posts: 177
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #140 on: December 19, 2017, 01:18:54 PM »

I attached an updated dll at the bottom of the previous page...
As a suggestion, you should post in the first post... as not everyone reads a page in the middle for any thread at all.
Logged

Harry_Dicks

  • Planetologist
  • ****
  • Posts: 1678
  • Chilean Helicopter Pilot
    • View Profile
    • Harry Dickle's Fuzzy Pickle
Re: [WIP] Britnoth's experiments thus far
« Reply #141 on: December 27, 2017, 04:50:22 PM »

Not sure if I fully understand WorkFlex. So let's say I have a pawn assigned only to hauling and tailoring with hauling a higher priority than tailoring. If my pawn has to haul an item from my base to a far corner of the map, and does so, if there is a tailoring bench within 12 tiles of his hauling destination at this far corner of the map (with an active/open bill that they qualify for), will the pawn then start to work the tailor bench after the initial haul job is complete (let's say the tailor supplies are next to the bench as well), as long as the tailor bench is nearby but no other hauling jobs are? Even if there are other hauling jobs they would normally complete before going to tailor (but all hauling jobs start/end on the other side of the map)?

Sorry if that sounded confusing - I think I'm just kinda retarded and making this more complicated than it should be.. :-\
Logged

Xidas

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #142 on: January 04, 2018, 11:19:58 PM »

Just a heads up, Friendlier Breaks and Slower Infestations don't have the current version number, apparently. The game is saying the intended version is "Unknown".
Logged

Britnoth

  • Colonist
  • ***
  • Posts: 357
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #143 on: January 06, 2018, 12:19:38 AM »

Not sure if I fully understand WorkFlex. So let's say I have a pawn assigned only to hauling and tailoring with hauling a higher priority than tailoring. If my pawn has to haul an item from my base to a far corner of the map, and does so, if there is a tailoring bench within 12 tiles of his hauling destination at this far corner of the map (with an active/open bill that they qualify for), will the pawn then start to work the tailor bench after the initial haul job is complete (let's say the tailor supplies are next to the bench as well), as long as the tailor bench is nearby but no other hauling jobs are? Even if there are other hauling jobs they would normally complete before going to tailor (but all hauling jobs start/end on the other side of the map)?

Sorry if that sounded confusing - I think I'm just kinda retarded and making this more complicated than it should be.. :-\

Correct. Distance for hauling jobs is the target to be hauled. Distance for work is the workbench the bill is at. Growing seems to work a little.. strangely though.

I could add tailoring to the list of exempted work, but I felt that was less of a continuous task than cutting 100s of stones or researching.

Just a heads up, Friendlier Breaks and Slower Infestations don't have the current version number, apparently. The game is saying the intended version is "Unknown".

Seems fine to me? Are you running the latest version?
Logged

Xidas

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #144 on: January 07, 2018, 12:26:25 AM »

I'm running the latest version, and the mods themselves don't have any problems. It just brings up a log saying the version number is incorrect after loading the mods.
Logged

juliannguyen18

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #145 on: February 20, 2018, 04:11:59 AM »

Same Xidas. BritUIAI is telling me version is incorrect
Logged

Andre27

  • Muffalo
  • *
  • Posts: 11
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #146 on: June 04, 2018, 06:02:57 AM »

WorkFlex seems to make my pawn unable to research without me disabling everything else he could do, I can have his growing at a 4 and research at 1 and he'll instead go and sow some crops rather than research.
Logged

Britnoth

  • Colonist
  • ***
  • Posts: 357
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #147 on: June 17, 2018, 04:58:36 PM »

Hi.

For some reason the game currently handles plant growing differently, tending to ignore any distance restriction WorkFlex has. Also this version ignores research before any other work, as that is a long term task that would otherwise keep your pawn locked into that and do nothing else.
Logged

nordus76

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #148 on: August 15, 2018, 11:34:00 PM »

is this dead? anywhere to DL this mod/mods anymore?
Logged

Kirby23590

  • Planetologist
  • ****
  • Posts: 1153
  • Full Metal Yorkshire
    • View Profile
Re: [WIP] Britnoth's experiments thus far
« Reply #149 on: August 27, 2018, 03:54:06 PM »

 
is this dead? anywhere to DL this mod/mods anymore?

Unfortunately the DL links was removed because of the [attachment deleted by admin: too old]

:(
Logged

One "happy family" in the rims...
Custom font made by Marnador.


Pages: 1 ... 8 9 [10] 11