[A17][2 mods now] Project RimFactory

Started by Spdskatr, April 07, 2017, 06:26:09 AM

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Mosart

Quote from: Spdskatr on May 07, 2017, 04:25:47 AM
Quote from: xlilcasper on May 04, 2017, 01:01:58 PM
Awesome mod.

Of course I have a few suggestions :)

Allow us to uninstall/reinstall the auto crafters to move them. This way I can move it with my drill instead of needing to deconstruct it and rebuild it.

Right now it seems as though the auto crafter tackles the first bill in a table. It would be nice if it would try the first bill, and if it doesn't have the resources move on to the next bill. For example I tell a brewing table to make beer and whiskey. The autocrafter has access to Corn but does nothing with it because it is only looking for hops.

A bug, if a table breaks (say a tailoring table) pawns will not repair it because it is in use by the auto crafter. I had to toggle off the autocrafter to get the table to repair.
1. Yes! Amazing idea
2. Yes! Even more amazing idea
3. I'm planning on fixing that - I'm going to add maintenance intervals

That was a great post, xlilcasper.

Also use this mod and also suffer this problems.

Also seggest to make it possible to use multiplie input zones. I can create components now but cant create power armors cause of it needs 2 ingredients to be made. The same is actual for every product needed 2 or more components. This would be amazing to add posibility to craft anything.

Spdskatr

New update for S.A.L.!

What's new:
Maintenance intervals! Set building to go hibernate for certain hours of the day while your pawns maintain the machinery.

Power save! When S.A.L. is hibernating will will consume much less power

More inputs! S.A.L. Takes input from all adjacent cells now. (From xlilcasper (Ludeon Forums))

A few new nifty tricks in the defs.
A bunch of improvements and fixes
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

Spdskatr

#17
2. SS Cultivator Tools
Automatic crop cultivation! Plant growth enhancement solutions!



Buildings:

Cultivator

The "main building" of the mod. Unlocked with research: Automatic Farming

Power usage: 500W

Costs:
100 Steel
50 Plasteel
3 Component

Every once in a while it ticks to the next cell and manages the farm. If the plant is fully grown, it is harvested. If there is no plant, a new one is created. Scans in an expanding pattern.

Cultivator With Sun Lamp

Just like the one above, but with extra sunlamp functionality. Same research, costs 100 more steel and consumes 2200W.

Sprinkler
Very simple. Sprinkles water in an expanding radius, actively increases plant growth by 1 hour. Pretty weak by itself, but effective (OP?) in numbers.

SeedsPlease patch PLEASE READ BEFORE POSTING BUGS
If your game has SeedsPlease installed, the Cultivator will Automatically start needing to take seeds when planting. So if your machine isnt working for some reason, this is probably why. Put the seeds in any cell adjacent to the cultivator.

No external patch is needed - it's written into the mod. Magic :D

FAQ
New colony? Nope

Demonstration (conveyor belt from Industrial Rollers):


Have fun!

Download - Github A17 - Steam - Github(All earlier releases)
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

top_hat_tomato

Currently enjoying your cultivator mod, but I'm getting a bug that causes large fps decreases (from 40+ to ~6) while using sprinklers.
"RimWorld.JobDriver_PlantSow Getting Sowing work while not in Sowing life stage."
RimWorld.JobDriver_PlantSow getting sowing work while not in Sowing life stage.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
RimWorld.<MakeNewToils>c__Iterator45:<>m__C8() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Plants\JobDriver_PlantSow.cs:60)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:291)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

Even with the issue, thanks for the mod!

Spdskatr

Quote from: top_hat_tomato on May 14, 2017, 06:28:22 PM
Currently enjoying your cultivator mod, but I'm getting a bug that causes large fps decreases (from 40+ to ~6) while using sprinklers.
"RimWorld.JobDriver_PlantSow Getting Sowing work while not in Sowing life stage."
RimWorld.JobDriver_PlantSow getting sowing work while not in Sowing life stage.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
RimWorld.<MakeNewToils>c__Iterator45:<>m__C8() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobDrivers\Plants\JobDriver_PlantSow.cs:60)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:291)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:116)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:488)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:495)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

Even with the issue, thanks for the mod!
Something to do with pawns' sowing jobs being affected by the sprinkler. I'll see if I can reproduce it, and solve the problem.
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

Spdskatr

Hopefully fixed on github. Should be updated on steam later.
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

Veredii

I don't know anything about coding so I don't know how doable this is or if it's even something you'd consider but I thought I'd post anyway. For balancing/making S.A.L less OP, maybe you could lock higher-level automation or different types of work behind research?

  • For instance, S.A.Ls could have skill levels dependant on their grade (increased by research projects) - basic (1-5), intermediate (6-11), advanced (12-16), spacer (17-20).
  • Or you could have a basic S.A.L that can do 'simple tasks' well - tasks like stonecutting, basic cooking, basic tailoring etc but research is needed to unlock (a) 'upgrades' that can enhance some/all skills of nearby S.A.L units and/or (b) specialised crafters with higher skills in a specific work-type?

I'm not sure if that's too different to how you want to craft your mod so feel free to consider and discard as you will ^^

RiseKnight


Spdskatr

Quote from: RiseKnight on July 06, 2017, 07:35:46 AM
auto drill would be damn OP :D
Right now we have S.A.L. crafters working at a core drill, which basically does the same thing :P
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

Nafensoriel

So after spending several hours designing the perfect automatic corpse processing plant(sal+rollers) I discovered that pawns still hate me for forcing them to feed bodies into the kibble factory.

Selfish pricks. The bear army needs food.

On a more practical note though Im getting a random yellow debug of "Had no thingRecord" that I cant quite figure out the cause for. It doesnt cause any performance hits but I'm curious as to what might be causing it.

S.A.L.: Had no thingRecord of items being accepted, but crafting recipe has ingredients.
Verse.Log:Warning(String)
ProjectSAL.Building_Crafter:CalculateDominantIngredient(RecipeDef, List`1)
ProjectSAL.Building_Crafter:TryMakeProducts()
ProjectSAL.Building_Crafter:TickSecond()
ProjectSAL.Building_Crafter:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Spdskatr

Quote from: Nafensoriel on July 22, 2017, 11:39:42 AM
So after spending several hours designing the perfect automatic corpse processing plant(sal+rollers) I discovered that pawns still hate me for forcing them to feed bodies into the kibble factory.

Selfish pricks. The bear army needs food.

On a more practical note though Im getting a random yellow debug of "Had no thingRecord" that I cant quite figure out the cause for. It doesnt cause any performance hits but I'm curious as to what might be causing it.

S.A.L.: Had no thingRecord of items being accepted, but crafting recipe has ingredients.
Verse.Log:Warning(String)
ProjectSAL.Building_Crafter:CalculateDominantIngredient(RecipeDef, List`1)
ProjectSAL.Building_Crafter:TryMakeProducts()
ProjectSAL.Building_Crafter:TickSecond()
ProjectSAL.Building_Crafter:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
It means for some reason it didnt remember items entering itself. It's caused by savescum/reloading games, I think
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

Nafensoriel

I'm assuming that would also fall under the category of reloading after crashing as well(zombie rabbits are harder to make than I thought).
I did a quick dismantle/rebuild and the issue went poof. Thanks for the mod!

StormProxy

i need to know. what are those holding units in the Stockpile on the Gif Pic?

Spdskatr

That's part of my mass storage mod. It's pretty clunky tbh but I'm onto fixing it already...
My mods

If 666 is evil, does that make 25.8069758011 the root of all evil?

Drusek

#29
Hi, I'm looking for help to make S.A.L and "Reclaim fabric" from here work together. I get the error below when the assembler is finishing the job:

Exception ticking AutoCrafter453890: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetEdifice (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at ReclaimFabric._Thing_ReclaimFabric+<_SmeltProducts>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator24D.MoveNext () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.TryMakeProducts () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.TickSecond () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()