Quality of Life mods you will be sad are gone till moders patch 1.0

Started by ashaffee, June 17, 2018, 10:55:13 PM

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Akyla

Quote from: Canute on June 19, 2018, 11:33:16 AM
EdB prepare carefully is something i will miss.
The Scenario editor is ok, but i like to have special pawn's for special scenario's.
Maybe someone else pickup EdB's work since he left RW modding.

He left RW modding?? Nooooo!

BlackSmokeDMax

Quote from: Akyla on June 21, 2018, 02:06:25 PM
Quote from: Canute on June 19, 2018, 11:33:16 AM
EdB prepare carefully is something i will miss.
The Scenario editor is ok, but i like to have special pawn's for special scenario's.
Maybe someone else pickup EdB's work since he left RW modding.

He left RW modding?? Nooooo!

Believe he was originally planning to leave right when Rimworld was first put on Steam, but ended up sticking around a bit longer and got things organized and put into Github.

RemingtonRyder

Quote from: Dingo on June 19, 2018, 02:07:50 PM
Wowee, didn't even notice that at first! Probably because it's under general hauling in priority (pawns only haul to blueprints if they have nothing else to haul, seems dumb). Even more of my mods getting implemented it seems. :D

In early testing, I reported that leaving the priority higher than general hauling presented a problem, because none of the general hauling was being done if there were unfilled blueprints which could be filled.

Mostly, I think it's food that's the issue - if you don't have your cooking bill set to unlimited ingredient radius, cooks will just stop making meals until the hauling is done. Else, they'll spend all day dragging ten ingredients at a time out of the fields and into the kitchen.

Maybe at the time I mentioned it, there just wasn't much opportunistic hauling of food (While You're Up integrated into vanilla) going on in my colony, or maybe I saw colonists dashing off halfway across the map to bring steel to blueprints, or possibly, as I said above, it was a supply chain problem.

ashaffee

Yea I agree while you are up integration does help a little but hauling overall needs a fix. Only good way I can haul now is to have a dedicated hauler or to manually shift everyone to haul then get  back to work. Tbh I am getting use to the manual but still prefer to set better work priorities

Dingo

Quote from: MarvinKosh on June 21, 2018, 10:02:13 PM
In early testing, I reported that leaving the priority higher than general hauling presented a problem, because none of the general hauling was being done if there were unfilled blueprints which could be filled.

That seems reasonable I guess. The thing is HMTB has been around for a long time with a much higher priority than general hauling and people seemed OK with it. I got maximum 5 requests to have variable priorities available in mod options, and even those weren't presented as a major issue.

I think the problem is RW does not handle hauling well. "HaulGeneral" is sort of a cop-out.. Instead of further dividing hauling into high priority stuff like your Please Haul Perishables or my defunct Refactored Work Priorities, it's all lumped in together. I think Please Haul Perishables should've made it into 1.0 and we would be much better off.

RemingtonRyder

It's okay. Please Haul Perishables will stick around as a mod. I find it too useful not to have. :)

Tynan has mentioned that maybe the opportunistic hauling isn't working as well as it could be, so perhaps with some improvement, it might work a little better.

I think that one of the problems with hauling is that when you have a large number of colonists who can haul regularly, you don't want to just work your way down the list of possible jobs, you want to specialise a little bit. Someone takes on refuelling, someone moves dead bodies, someone moves general things, and so on. This way, you have a bit of ongoing progress in each category despite there being a priority on dealing with dead bodies.

On the other hand, when you have hardly any haulers working but a lot of the same jobs, you still need a bit of that multi-tasking.

Golden

EdB Prepare Carefully
Prepare Landing
Map Reroll
Stack XXL
Quality Builder
DoorMat
Smart Medicine

Those are the mods that I miss and will wait for.  :)



fritzgryphon

Vanilla FTW.  But...

Smarter food selection (Don't eat my PSM, muffalo, there is grass)
Workflex (Yes, I want you to build more than one piece of conduit at a time.  Also, if you wake up in the hospital, clean up your blood before walking halfway across the map to haul a 35% pistol)

Would say hunting alert, but could almost do without it with the new wildlife tab.  Also, colonists will now automatically fire at predators that are hunting your animals.

Jibbles

colonists bar kf and achtung is hard to play without for me.  I hope those will be updated.

SihvMan

Basically any of Fluffy's mods. Breakdowns in particular.

Ramsis

Checks 18's current subscribed mod list.


Oh I have a few... :(
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

ashaffee

340 mods?! I bet playing vanilla after a year of doing that makes you feel like you bought a whole new game lol. Or the prequel to the game ( like playing civ 5 and then playing civ 6).

Bones

Some ppl here mentioned XXL and I got tired of waiting so I tried fixing it.

Here is an unofficial unstable 1.0 fix:

https://github.com/purpleorangegames/RimworldStackXXL/releases

Tested and seems to be working.
Basically just changed isBodyPartOrImplant to isTechHediff and updated $HugsLibChecker.

I made a pull request in the author github as well.

EDIT: indeed merged the fix so the official version should be out soon.

Divinorium

New here, but just dropping to say that i wish the game allowed bins/craters/etc to keep more resources than a normal stack.
I always felt like XXL stacks is kinda in the cheaty side, that's why i use the quantum storage.

Smarter food, being able to select what folks will eat is good.

hospitality is another one that i think should come in the core game.
Fluffy's stuffs.
And for the love of jebus when i go check the recipe show the stats of the item in the "normal" quality.

Asteru

A decent amount of the ones I like have unstable versions out except any of the ones that allow you to do more work to upgrade soil or do in cave growing without hydroponics  the biggest I miss though is defensive positions. Having a keybind for select all colonists and draft then to their defensive spot in a single click, and then in draft all quickly. It's been so long that I played without those options that I'm finding myself annoyed having to move them back to the same positions over and over manually every time I get raided.