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Ms Adequate posted:Maybe they want the researchers to have bad food until they actually do some work the lazy pricks 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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# ? Feb 5, 2020 05:40 |
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# ? May 28, 2024 07:00 |
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What mod let’s me set priorities?
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# ? Feb 5, 2020 05:49 |
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Crimson Harvest posted:
I think it’s funny the researchers need to crawl on top of the tables/shelves to get to their research chair.
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# ? Feb 5, 2020 05:52 |
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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.
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# ? Feb 5, 2020 06:01 |
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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.
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# ? Feb 5, 2020 06:24 |
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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.
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# ? Feb 5, 2020 06:58 |
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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
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# ? Feb 5, 2020 07:04 |
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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.
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# ? Feb 5, 2020 09:05 |
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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.
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# ? Feb 5, 2020 09:19 |
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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 |
# ? Feb 5, 2020 14:24 |
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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? Oh gently caress, I dunno. My mod list has a few red lines about vampires or something, but I've been ignoring that HARD.
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# ? Feb 5, 2020 17:30 |
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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? 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.
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# ? Feb 5, 2020 17:36 |
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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.
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# ? Feb 5, 2020 17:52 |
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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. 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? 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 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! Warmachine fucked around with this message at 18:06 on Feb 5, 2020 |
# ? Feb 5, 2020 18:03 |
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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?
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# ? Feb 5, 2020 20:41 |
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Now I've rescued an Avali. I researched the life support belt but can't build it anywhere? Google shows nothing.
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# ? Feb 5, 2020 22:23 |
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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
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# ? Feb 5, 2020 23:31 |
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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. 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.
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# ? Feb 5, 2020 23:42 |
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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?
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# ? Feb 5, 2020 23:47 |
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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
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# ? Feb 6, 2020 00:00 |
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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.
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# ? Feb 6, 2020 00:01 |
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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.)
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# ? Feb 6, 2020 00:40 |
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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?
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# ? Feb 6, 2020 00:50 |
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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.
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# ? Feb 6, 2020 01:13 |
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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 put the extra firearms from raid loot in that zone. I had one 40yo buy 3 pistols and an SMG, I found it funny.
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# ? Feb 6, 2020 01:29 |
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HelloSailorSign posted:I put the extra firearms from raid loot in that zone. The Rim government will never disarm him
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# ? Feb 6, 2020 01:49 |
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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.)
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# ? Feb 6, 2020 03:24 |
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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?
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# ? Feb 6, 2020 03:31 |
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I think it's just a random chance thing to keep it from being too reliable.
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# ? Feb 6, 2020 03:39 |
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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.
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# ? Feb 6, 2020 05:00 |
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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 |
# ? Feb 6, 2020 09:43 |
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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.
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# ? Feb 7, 2020 00:25 |
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What am I supposed to do with elemental corpses
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# ? Feb 7, 2020 01:13 |
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They butcher into teeny amounts of magicite.
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# ? Feb 7, 2020 01:16 |
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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.
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# ? Feb 7, 2020 01:43 |
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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.
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# ? Feb 7, 2020 02:08 |
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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.
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# ? Feb 7, 2020 02:28 |
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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.
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# ? Feb 7, 2020 02:32 |
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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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# ? Feb 7, 2020 05:52 |
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# ? May 28, 2024 07:00 |
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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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# ? Feb 7, 2020 05:57 |