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KirbyKhan
Mar 20, 2009



Soiled Meat

Ms Adequate posted:

Maybe they want the researchers to have bad food until they actually do some work the lazy pricks :argh:

tldr: This, they'll get their lavish meals when they get their biotic stomachs.

Complicated answer: STOCKPILES

I've got a lot of poo poo going on with storage in this game. I have the deep storage shelves AND ~personalized~ stack sizes using OgreStack. There are 5 priority levels for stockpiles in decending priority: Critical, Important, Preferred, Normal, and Low. Pawns will haul items to the highest priority stockpile closest to the item until that is full, then they go to the next stockpile, then the next etc. There is no way to distribute items to two different stockpiles evenly, unless they are exactly equidistant. So If I have a 1X1 fridge in the dining room and a 1X1 fridge in the lab at the same priority (ex: Important), the pawn hauling my Lavish Meals from my (low prio) Cooking Output stockpile will fill up the one closest to him before considering the one further from him. If I set the lab fridge to Critical, my pawn will yank all the meals from my dining room fridge. It's a mess and it isn't helped with the fact you can't designate storage containers in a Bill detail.

If I want meals to be in both places without doing wierd pickup micro I must have at least 51 meals prepared (my stack size for meal is 50). Which gets tough because meals are consumed regularly at irregular intervals and my cook is my builder and sometimes he's busy building a new motel for visitors.

So fuckit, my eggheads eat paste because I don't have the logic necessary and refuse to engage in the micro necessary to keep two seperate places evenly stocked in this problem I made for myself.

Side Topic Ramble - Hoppers for paste default to Critical stockpiles. After my dude puts the 300 corn stack in, I put the priority down to Important (same as my kitchen pantry and freezer). If I don't he gets a job to haul like 6 corn to the dispensary after every meal. Once the hopper runs out I switch it back to Critical.

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Yngwie Mangosteen
Aug 23, 2007
What mod let’s me set priorities?

jokes
Dec 20, 2012

Uh... Kupo?

Crimson Harvest posted:


We get some research done. The 1x1 countertops give +1% for up to 20 in range.

I think it’s funny the researchers need to crawl on top of the tables/shelves to get to their research chair.

Admiral Funk
Oct 1, 2012

Please send them a very large crate marked "SCIENCE. PROBABLY DANGEROUS. BUT VERY SCIENTIFIC. YES."

jokes posted:

I think it’s funny the researchers need to crawl on top of the tables/shelves to get to their research chair.

Trying not to knock over all the vials and poo poo helps them get into that attention to detail head-space you need when you're doing research.

KirbyKhan
Mar 20, 2009



Soiled Meat

Captain Monkey posted:

What mod let’s me set priorities?

That mechanic is vanilla. Lil button on the upper right of the stockpile pullout when you click on a stockpile.... Phoneposting.

Tiny Bug Child
Sep 11, 2004

Avoid Symmetry, Allow Complexity, Introduce Terror

KirbyKhan posted:

If I want meals to be in both places without doing wierd pickup micro I must have at least 51 meals prepared (my stack size for meal is 50). Which gets tough because meals are consumed regularly at irregular intervals and my cook is my builder and sometimes he's busy building a new motel for visitors.

I had the "multiple stockpiles of same high-stack item" problem and the best solution I found was Rimworld Search Agency. It gives you a "only refill when below X%" slider on all stockpiles so you can make your haulers spread things out more. Works with big stack mods and multi-stack furniture.

KirbyKhan
Mar 20, 2009



Soiled Meat

Tiny Bug Child posted:

I had the "multiple stockpiles of same high-stack item" problem and the best solution I found was Rimworld Search Agency. It gives you a "only refill when below X%" slider on all stockpiles so you can make your haulers spread things out more. Works with big stack mods and multi-stack furniture.

Thank

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Oh poo poo I had no idea RSA did that. Owns.

We just finished the last medieval tech, and we've made good progress mining the mountain and beginning to move into it. Still only at the very beginning of this but it's underway at a decent clip.

I do need to see if I can figure out a way to get Outdoors fulfilled for those who care, but I suspect it's just going to be something those without outside jobs have to deal with. I don't think there's much in the way of enclosed outdoors here.

Coolguye
Jul 6, 2011

Required by his programming!

bird food bathtub posted:

I tend to have one pawn do basically nothing but research. All day, every day, researching. It gets pretty fast with the upgraded bench, the gold-using add-on, a clean room and a pawn with like 18-20 skill.

yeah this is generally how i handle it too. research is very important, but i rarely find i have the luxury of assigning too much labor to it. stuff always needs to be built, crafted, cooked, cleaned, hauled, and cut. research provides no immediate benefit and consequently if i don't partition it off into a specialist's job it'll never get done.

Cool Dad
Jun 15, 2007

It is always Friday night, motherfuckers

So when you guys have a lot of mods, do you just ignore red errors that don't noticeably break anything, or should I be trying to pin each of these things down?

Follow up question, is there a way to tell which mod is causing a given error? I can't parse the message well enough to tell, in most cases.

Cool Dad fucked around with this message at 14:43 on Feb 5, 2020

KirbyKhan
Mar 20, 2009



Soiled Meat

Enola Gay-For-Pay posted:

So when you guys have a lot of mods, do you just ignore red errors that don't noticeably break anything, or should I be trying to pin each of these things down?

Follow up question, is there a way to tell which mod is causing a given error? I can't parse the message well enough to tell, in most cases.

Oh gently caress, I dunno. My mod list has a few red lines about vampires or something, but I've been ignoring that HARD.

Mzbundifund
Nov 5, 2011

I'm afraid so.

Enola Gay-For-Pay posted:

So when you guys have a lot of mods, do you just ignore red errors that don't noticeably break anything, or should I be trying to pin each of these things down?

Follow up question, is there a way to tell which mod is causing a given error? I can't parse the message well enough to tell, in most cases.

I don't generally leave red errors undiagnosed. It might generally be nothing, or you might be on a timer that's going to crash your game as soon as you get a certain event or whatever. I certainly wouldn't play ironman mode on a save with undiagnosed red error mod conflicts. You can always post your mod order and the red text errors here and maybe someone will have an insight.

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
The only one I get is a giddy up error something about riding to a job that doesn't exist anymore or is outside the animal's allowed area idk i turn off dev mode and dont see it.

Warmachine
Jan 30, 2012



Danaru posted:

What's the research terminal and lab station? I'm looking for ways to boost research without being as overpowered as the brain in a jar mod

I think it's something like High Tech Laboratory Facilities. But I haven't played Vanilla in so long that something similar might already be base. :shrug:

Enola Gay-For-Pay posted:

So when you guys have a lot of mods, do you just ignore red errors that don't noticeably break anything, or should I be trying to pin each of these things down?

Follow up question, is there a way to tell which mod is causing a given error? I can't parse the message well enough to tell, in most cases.

Depends on the error and what is happening with the game. I have a hard time explaining my methodology to people, but generally the text of the error gives me some clue as to what kind of error it is. Reading through the stack trace can then maybe tell me what method is throwing the error and, if so, I can possibly dig through the code to figure out why that error is getting thrown.

All of the hedging statements are there such that there's a decent chance that either what is happening is beyond my knowledge, or too much :effort: to bother diagnosing until it is actually an issue.

edit: Also, noticeable is subjective. Noticeable to me might not include anything I see on screen, but I might see the game slowing down and, cracking open the dev console, see the log output doing it's level best to give me a 30GB log file of errors! :supaburn:

Warmachine fucked around with this message at 18:06 on Feb 5, 2020

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



I try to comb through and sort out red errors where I can, tends to make things easier down the road, but I don't mind if some remain. Certainly I've played fairly long colonies with red errors active and had no obvious troubles.

Then again I came into the thread to ask why Misc Robots are always being destroyed as soon as I place them so maybe don't take my advice on modding too seriously?

Shbobdb
Dec 16, 2010

by Reene
Now I've rescued an Avali. I researched the life support belt but can't build it anywhere? Google shows nothing.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Well, THAT'S a weird mod conflict. I threw in the new Vanilla Weapons Expanded: Lasers mod because I figured being just some weapons it'd slot in without trouble, only for my mages to suddenly be unable to cast spells and bug out when they try.

Maybe it'd work okay on a new game but certainly putting it into the save didn't work out at all, lol

KirbyKhan
Mar 20, 2009



Soiled Meat

Ms Adequate posted:

I try to comb through and sort out red errors where I can, tends to make things easier down the road, but I don't mind if some remain. Certainly I've played fairly long colonies with red errors active and had no obvious troubles.

Then again I came into the thread to ask why Misc Robots are always being destroyed as soon as I place them so maybe don't take my advice on modding too seriously?

This and the other guy are good and responcible. I will ~read~ a error, gently caress if I'mma do anything about it. Sometimes I rip out the offending mod if I haven't encountered it yet.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Looks like the tenant mod is incompatible with the one that gives you early warning of incoming raids. Is hospitality recommended by people? It looks like it's less about getting money for your extra space if you can support a tenant and more about making caravans happy?

Danaru
Jun 5, 2012

何 ??
Not caravans but groups of visitors will swing by and rent a bed, and buy stuff/give you stuff if they enjoy themselves. Hospitality is like running a hotel while Tenants is like running an apartment building.

I havent used Tenants much but hospitality is a lot of fun to mess around with. All my chuff I only keep around to dump on an orbital trader, I also keep in a Hospitality shopping zone. Visitors love buying random clothes with no questions asked :v:

KirbyKhan
Mar 20, 2009



Soiled Meat

Anticheese posted:

Looks like the tenant mod is incompatible with the one that gives you early warning of incoming raids. Is hospitality recommended by people? It looks like it's less about getting money for your extra space if you can support a tenant and more about making caravans happy?

Personally, I like having new dudes roll into my lovingly crafted base to hang, chill, and relax to the max. Also, it lets me see all the factions and races I loaded in some way.

Having a timer visible showing me when angry dudes are gonna harsh my buzz is not worth giving that up.

Edit: I experienced a tenant one time. It was kinda cool, sometimes he cooked or hauled a thing.

Tiny Bug Child
Sep 11, 2004

Avoid Symmetry, Allow Complexity, Introduce Terror

Anticheese posted:

Looks like the tenant mod is incompatible with the one that gives you early warning of incoming raids. Is hospitality recommended by people? It looks like it's less about getting money for your extra space if you can support a tenant and more about making caravans happy?

I like Hospitality a lot. You can make a decent passive income by setting up a gift shop and stocking it with drugs, clothes, and art. (I like to set mine up so pawns have to walk through it to get to the guest barracks.) You can have your pawns entertain guests, which is a good way to train Social at the cost of having them spend a lot of time not doing other work during visits. Sometimes guests help out with non-crafting tasks like growing, hauling, and research.

I haven't tried Preemptive Strike, but if all you want is raid warnings, the upgraded TACS from Rimatomics does that. (Plus it scrambles drop pod raids so they always land at the edge of the map instead of on top of you.)

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Tiny Bug Child posted:

(Plus it scrambles drop pod raids so they always land at the edge of the map instead of on top of you.)

Why would you neuter the single most fun event in the entire game?

OwlFancier
Aug 22, 2013

I believe the tenant mod may also be incompatible with TACS, I think it's a blanket issue with anything that buggers about with the group arrival system.

HelloSailorSign
Jan 27, 2011

Danaru posted:

Not caravans but groups of visitors will swing by and rent a bed, and buy stuff/give you stuff if they enjoy themselves. Hospitality is like running a hotel while Tenants is like running an apartment building.

I havent used Tenants much but hospitality is a lot of fun to mess around with. All my chuff I only keep around to dump on an orbital trader, I also keep in a Hospitality shopping zone. Visitors love buying random clothes with no questions asked :v:

I put the extra firearms from raid loot in that zone.

I had one 40yo buy 3 pistols and an SMG, I found it funny.

Leal
Oct 2, 2009

HelloSailorSign posted:

I put the extra firearms from raid loot in that zone.

I had one 40yo buy 3 pistols and an SMG, I found it funny.

The Rim government will never disarm him

Asimo
Sep 23, 2007


Tiny Bug Child posted:

I haven't tried Preemptive Strike, but if all you want is raid warnings, the upgraded TACS from Rimatomics does that. (Plus it scrambles drop pod raids so they always land at the edge of the map instead of on top of you.)
I rather like preemptive strike, but unfortunately I like Rimatomics more and the two mods interacted really poorly that way so I had to uninstall it. You'd get a warning from your watchtower or something, then when it was about to fire you'd get the TACS warning, then that ran out it was a crapshoot as to whether anything would spawn at all or whether it'd sieze up with errors and nothing would fire. I can't even imagine how much a code clusterfuck it would be with rimworld of magic chronomancer predictions or whatever on top of it too. Going without a TACS would remove the conflict but basically all the fancy energy weapon emplacements and such need that to work, so that's not really a good option.

Danaru
Jun 5, 2012

何 ??
I've never tried preemptive strike, but does anyone know what makes the TACS sometimes able to give a precise countdown and other times just a vague soon? Is it based on raid size?

Asimo
Sep 23, 2007


I think it's just a random chance thing to keep it from being too reliable.

Warmachine
Jan 30, 2012



KirbyKhan posted:

This and the other guy are good and responcible. I will ~read~ a error, gently caress if I'mma do anything about it. Sometimes I rip out the offending mod if I haven't encountered it yet.

Don't get me wrong. If it's not doing anything and is just kinda there? gently caress it. I'm only going to do something if it pisses me off.

Nature's Pretty Sweet was a good example of that for me. Seeing all of your pawns with a wetness rating oscillating in decimal values around 0 long enough and you'll be ready for some debugging too.

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
Any of you ever had a problem where if a caravan can forage more than it uses(The little days of food thing at the top going to unlimited) causes multi second stutters when you try to add or remove anything to the caravan? Trying to figure out what mod in my giant modlist is causing that.

Seems to be the alien races framework rip

Nalesh fucked around with this message at 11:47 on Feb 6, 2020

Leal
Oct 2, 2009
Mostly Randy taketh, but sometimes Randy giveth. Here I am looking to make an advance spell scroll which needs 40 devilstrand. Of course I only had 39. Then bam, cargo pods, full of devilstrand.

Stairmaster
Jun 8, 2012

What am I supposed to do with elemental corpses

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

They butcher into teeny amounts of magicite.

KirbyKhan
Mar 20, 2009



Soiled Meat

Leal posted:

Mostly Randy taketh, but sometimes Randy giveth. Here I am looking to make an advance spell scroll which needs 40 devilstrand. Of course I only had 39. Then bam, cargo pods, full of devilstrand.

A Blink for every spellcaster, a Sprint for every Might dude. The noncombat spells are amazing at filling in the space tech niche in a different way.

Leal
Oct 2, 2009
Hm, don't know how I feel about the protection fee from the Settlers mod, since it bypasses the early warning from preemptive strike.


KirbyKhan posted:

A Blink for every spellcaster, a Sprint for every Might dude. The noncombat spells are amazing at filling in the space tech niche in a different way.

I had someone with a doomsday rocket proceed to fly past my defense right smack dab in the center of my defenses. God drat everyone threw down their guns and rushed them to make sure that thing didn't fire off.

Hell, I reinstalled the full version of glitterworld and god blue moon is so OP, in your favor. I got gauss weaponry and even 2 charge lances off them.

kiss me Pikachu
Mar 9, 2008
I spent far too long shuffling mods trying to figure out what conflict caused FSX and Prometheum to disappear right as they spawned with Combat Extended, but it seems like it's just the ammo setting turned off that removes them from the game? They're still required for recipes in the base Combat Extended mod which are not modified by the setting so it seems a little broken. Guess I need to stop being a cheat and learn to love more inventory fiddling and explosive cook offs.

Asimo
Sep 23, 2007


Leal posted:

Hell, I reinstalled the full version of glitterworld and god blue moon is so OP, in your favor. I got gauss weaponry and even 2 charge lances off them.
Yeah I'm still not sure whether I like that part of it or not. The gimmick seems to be small but heavily armed and drugged up raids, but in practice it tends to work out to free gauss/charge weaponry earlier than it should be. They're also not a pirate-type faction so you can work up to neutral/allied and go shopping at them too, with the list seeming to pull from exotic goods/glittertech style shops.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Speak for yourselves, last time Blue Moon came calling I had to drop my entire Lightning Mage's mana pool on them, along with a dozen shooters, and a crazy powerful Gladiator girl who charges around at 9c/s swinging a Covenant energy sword like a mad bitch, and we still got badly mauled.

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Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
I found out that nobody likes walking through burning napalm but drugged out crazies won't necessarily be stopped by it.

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