[B19] Brunayla's Security Co (10/23/18)

Started by brunayla, October 29, 2014, 12:30:39 PM

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brunayla

Made the manned turrets larger at the request of a steam user.

Brunayla

brunayla

updated storage and neural trainer mods

Brunayla

brunayla

1.55 added floor fan and heater to temperature control

Brunayla

brunayla


shirlierox

The latest A15 zip only seems to contain the MIRV artillery mod  :'(

brunayla

shirlierox  try now.  I do now know how that happened.  sorry for the let down.

brunayla

brunayla

added cyclone wire to keep your enemy at bay while they have little too no cover.

Brunayla

brunayla

1.58 fixed some graphical problems

Brunayla

brunayla


14m1337

hey there ! I really like the idea of Training Rack, but I'm encountering a massive problem with it: one of my pawns (at least he's the one where I noticed this behaviour), Bonzo, is training his artistic skills, although he would have many other things to do. The priorities for him are set to mining=3, foresting=2, artistic=4. As I'm running a deep mining colony and there are still many holes to dig, he's got work to do for the next 2 years. Now, as already mentioned, I'm wondering why he's training... As soon as I suspend the training job, he starts mining.

Dropbox links:
savegame where he is already selected: https://www.dropbox.com/s/g78wb4jyfjmm7i1/Caveworld.rar?dl=0
modlist: https://www.dropbox.com/s/zff5itlk3zzb4rq/mods1.png?dl=0 & https://www.dropbox.com/s/lsnq7sa1ljqtyjg/mods2.png?dl=0
Quick_Silver - The One And Lonely
My posts may sometimes be filled with (sarcastic) humor - it's up to you to find it out on your own.
Usually drunk on Mondays from 21:00 to 03:00 CEST.

brunayla

Added
Agriculture- Soil that you can place that has better fertility them basic soil.

Brunayla

14m1337

#191
Hello Brunayla,

I looked a bit deeper into the behavior that I described above, and found out that the colonists need to have "flicking" enabled in order to be able to use the training racks. If I set a skill limitation, it's taken into account correctly.
This also explains, why Bonzo prioritized training before doing his work: I usually set flicking to priority "2"

This even happens on a new started colony, with no other active mod besides "Training Racks".

Does anybody else have this problem ?
Is this behavior intended ?


//Edit:
I've looked up the XML code in the last hour, and I can understand the problems now, and why you chose flicking. best way to solve this seems to split up the one training rack to one for each training-necessary action.
Quick_Silver - The One And Lonely
My posts may sometimes be filled with (sarcastic) humor - it's up to you to find it out on your own.
Usually drunk on Mondays from 21:00 to 03:00 CEST.

brunayla

Quote from: 14m1337 on September 19, 2016, 12:31:29 AM
Hello Brunayla,

I looked a bit deeper into the behavior that I described above, and found out that the colonists need to have "flicking" enabled in order to be able to use the training racks. If I set a skill limitation, it's taken into account correctly.
This also explains, why Bonzo prioritized training before doing his work: I usually set flicking to priority "2"

This even happens on a new started colony, with no other active mod besides "Training Racks".

Does anybody else have this problem ?
Is this behavior intended ?


//Edit:
I've looked up the XML code in the last hour, and I can understand the problems now, and why you chose flicking. best way to solve this seems to split up the one training rack to one for each training-necessary action.

I would have to copy and paste on for each skill.  The ability to do it is in the code with a little decoding. This is what it looks like on the workgiverdef side
<?xml version="1.0" encoding="utf-8" ?>
<WorkGivers>

   <WorkGiverDef>
      <defName>TrainingRack</defName>
      <label>training</label>
      <giverClass>WorkGiver_DoBill</giverClass>
      <workType>
         <li>Flicker</li>
         <!--<li>Art</li>
         <li>Cleaning</li>
         <li>Construction</li>
         <li>Cooking</li>
         <li>Crafting</li>
         <li>Doctor</li>
         <li>Firefighter</li>
         <li>Growing</li>
         <li>Handling</li>
         <li>Hauling</li>
         <li>Hunting</li>
         <li>Mining</li>
         <li>PlantCutting</li>
         <li>Research</li>
         <li>Repair</li>
         <li>Smithing</li>
         <li>Tailoring</li>
         <li>Warden</li>-->
      </workType>
      <verb>train</verb>
      <gerund>training</gerund>
      <requiredCapacities>
         <li>Consciousness</li>
         <li>Manipulation</li>
         <li>Sight</li>
      </requiredCapacities>
      <fixedBillGiverDefs>
         <li>TrainingRack</li>
      </fixedBillGiverDefs>
      <prioritizeSustains>true</prioritizeSustains>
   </WorkGiverDef>
 
</WorkGivers>

I chose flicker because people were complaining about is being set to doctor originally (I think).

I would also have to copy paste and change the code to the training rack to the specials.

  <ThingDef ParentName="BuildingBase">
      <DefName>TrainingRack</DefName>
      <label>Training rack</label>
      <ThingClass>Building_WorkTable</ThingClass>
      <Description>Training rack with books to learn skills.</Description>
      <graphicData>
         <texPath>Things/Building/Furniture/NonDecayingStorage</texPath>
         <graphicClass>Graphic_Single</graphicClass>
         <drawSize>(3,2)</drawSize>
      </graphicData>
      <AltitudeLayer>Building</AltitudeLayer>
      <passability>PassThroughOnly</passability>
      <fillPercent>0.4</fillPercent>
      <stuffCategories>
         <li>Metallic</li>
         <li>Woody</li>
         <li>Stony</li>
      </stuffCategories>
      <costStuffCount>50</costStuffCount>
      <!--<constructEffect>ConstructWood</constructEffect>-->
      <castEdgeShadows>true</castEdgeShadows>
      <useHitPoints>True</useHitPoints>
      <statBases>
         <WorkToMake>500</WorkToMake>
         <MaxHitPoints>350</MaxHitPoints>
         <Flammability>1.0</Flammability>
      </statBases>
      <Size>(2,1)</Size>
      <DesignationCategory>Production</DesignationCategory>
      <hasInteractionCell>True</hasInteractionCell>
      <interactionCellOffset>(0,0,1)</interactionCellOffset>
      <surfaceType>Item</surfaceType>
      <inspectorTabs>
         <li>ITab_Bills</li>
      </inspectorTabs>
  </ThingDef>

Tho if I did it might justify having a better workSkillLearnFactor on the single skill racks.  It is something to think about.

Brunayla

brunayla

added trenches to cyclone mod as requested by steam user

brunayla

brunayla

updated training rack graphics and made separate ones for each skill.

Brunayla