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https://sp.zhabite.com/sharedfiles/filedetails/?id=2195986094
Hope it helps anyone!
imagine you want to cook something... usually you would click on your piles of different meats (which could be lots of different types due to mods), in order to find what is going to go bad the soonest, and then you would set up a bill to cook say pemmican using those meats, and then search for the fruit and veg items that are about to go off, and then specify them into a bill :)
but with this mod, it saves you from having to figure out what foods are going to go off the quickest. (as 1 example)
Unfortunately the mod is affecting pawn based bills. I did some testing on a new vanilla save and found no issues, I then repeated the test using the mods Best Mix and Harmony and found the issue that I described previously occurs. Here's some pictures to show the testing methods used and the results. https://imgur.com/a/JYwVPf3
Best Mix doesn't work on pawn based bills so has to be another mod.
For example if you set up a small sculpture crafting bill with the beauty prettiest filter and select the materials wood, limestone and marble you would want the sculpture to be made from marble but instead it gets made from wood.
The reason for this difference is because I believe that the filter looks at the beauty value of the material itself rather than the beauty material multiplier. I.E. Wood has a beauty value of -4 whereas marble has a beauty value of -12, hence, wood is chosen for the sculpture crafting.
Best Stockpile (highest priority, vanilla behavior)
Worst Stockpile (lowest priority)
Nearest Stockpile
Farthest Stockpile
Hottest Stockpile
Coldest Stockpile
Full Stockpile (most items stored inside, seeks to fill storage before storing in a new space)
Empty Stockpile (least items stored inside, seeks to spread items between all valid stockpiles)
Indoor Stockpile (prefers roofed/indoor stockpiles first)
Outdoor Stockpile (prefers outdoor stockpiles first)
You found a bug. Now correctly includes the stuff property offsets for beauty in addition to just the base beauty stat calculation.
I've made a note on my discord but unsure when I will have time to investigate. I'd suggest also reporting this to the author of the "No Job Authors" mod. (Any hugslib log or crash reports of relevance would be helpful where these are being produced).
Reinstated MP compatibility
In my testing play through I Just set it to most expensive with a selection between Jade and Wood and it chose the Jade over the wood.
Additional logic to avoid GUI being implemented on surgeries.
I'll check the GUI issue, but the underlying code will only operate on non-pawn related bills.
well after relaoding and changing loadorders this doesnt happens anymore.
thats strange then. cause it even shows this little icon of your mod in the operationbill. and without the mod the dont do this. Im using pharmacy and prioroty treatment
Best Mix does not operate on pawn based bills only work bench related bills.
Added "Item Robust" value, a filter to allow you to specify items with the most hit points vs their maximum hit point value.
In the base game I think everything always goes up max HP wise, or nearly always, but mods add a lot of variety for high HP low sharp res and the such. Helps with mods that add pen % based on HP left on an item - like Yayo's combat and CE.
there probably are some, but would most hitpoints be needed to be used, if there is a weapon (upgrade) recipe and you want it to use the sturdiest weapon, (but the new item would probably be created with 100% durability anyway)?
Expiry works fine for me: https://www.youtube.com/watch?v=ylLBn7S3yqs
Will investigate.
Best Mix now allows you to specify the selection used on a per bill basis.
So each individual bill can now have its own setting. Note that it will use the gizmo value as the setting where these values have not been specified, so they are optional overrides to the gizmo value. They will default to a non value setting that you can change, and you can also revert this back to a "non" setting should you want the bench gizmo value to re-apply.
There is a screen print added above to help illustrate this.
You can use the stock control options to select what you have the most of. There are also additional mod options to determine if this is based upon stock on the map or those items within the radial filter for the bill.
I understand why one would want to use up small stacks of spare ingredients first, however my freezer 'overflow' is in the barn for my herbivores to munch on and unfortunately that's on the other side of the colony to my kitchen so I've had to turn off the 'expiry' priority or they'd clamour their way clear across the entire base just to make some fine meals. Unless I change the recipe to temporarily only accept corn, there's no way to specifically use up the corn first to clear the overflow. and fit everything in the freezer :C