RimWorld
Best Mix
144 則留言
Mlie 2020 年 8 月 13 日 上午 2:23 
Since Pelador has announced their retirement from modding I made an update of this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2195986094
Hope it helps anyone!
just jim 2020 年 8 月 10 日 下午 9:51 
one point two pls
Bardock20687 2020 年 8 月 10 日 上午 9:40 
Hey there. Will you update to 1.2?
pgames-food 2020 年 8 月 6 日 下午 8:00 
hi redeye, it basically just gives you more ways to select items for use.

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)
Redeye 2020 年 8 月 6 日 下午 7:34 
I have no idea what your mod does.
Wilron 2020 年 7 月 29 日 上午 3:14 
@Pelador

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
Pelador  [作者] 2020 年 7 月 29 日 上午 12:35 
@Wilron

Best Mix doesn't work on pawn based bills so has to be another mod.
Wilron 2020 年 7 月 25 日 下午 3:46 
Hi there, I have found a bug. For some strange the reason when performing additive surgeries, e.g. installing a kidney or bionic arm, the mod overrides the vanilla medicine selection. This causes the surgery to use nearest medicine available regardless of medicine potency. This bug does not occur when performing subtractive surgeries, e.g. harvesting a kidney or removing a bionic arm.
Wilron 2020 年 7 月 18 日 下午 12:10 
What I think that it should be changed to is the beauty material multiplier which is 100% for wood and 135% for marble. As the only reason I can image that anyone is trying use the beauty filter is for the purpose of crafting sculptures and for that purpose only the beauty material multiplier matters (though it is slightly changed by the beauty offset of certain materials, though the difference is negligible compared to the multiplier).
Wilron 2020 年 7 月 18 日 上午 6:19 
I think that the beauty filter is being calculated incorrectly as I have been getting some unintended result.
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.
DisKorruptd 2020 年 7 月 17 日 上午 7:56 
Can we get a variant of this for outputs which gives us more options for when they finish crafting? sometimes we want to have them haul the output to whatever the nearest storage is, that way things get moved to a local low priority storage to be properly relocated later, Yes, I could set a local storage location as a permanent storage spot, but that carries two problems, one, it requires a lot more space than LWM's deep storage if you're placing things that dont stack, and two, I cant designate storage buildings like the LWM's Deep Storage buildings
DisKorruptd 2020 年 7 月 17 日 上午 7:56 
Additional options:
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)
Paleomammalian C 2020 年 6 月 30 日 上午 9:49 
can you updatre this to work with hoppers? would be amazing. want to feed my prisoners shitty food.
Pacifax 2020 年 6 月 15 日 上午 9:36 
Thank you for this mod. I was just micromanaging tribals to get them to cook the nearly-rotten meat instead of making 20 rice-only meals.
Gooby 2020 年 6 月 13 日 下午 12:49 
really useful, I've always had to resort to enable a specific material but this will work wonders. Thanks
Matsci 2020 年 6 月 12 日 下午 11:31 
@Pelador In that case, it's probably just the amount of stuff that I have that the mod does not like. I need to get rid of some of this junk
Pelador  [作者] 2020 年 6 月 5 日 上午 1:37 
@Update @Draconicrose

You found a bug. Now correctly includes the stuff property offsets for beauty in addition to just the base beauty stat calculation.
Draconicrose 2020 年 6 月 4 日 下午 7:10 
I set up my art bench and the bill for a statue to both use the beauty prettiest filter, but my pawns are still using granite instead of the available marble. I do have enough marble because I set the bill manually for marble and they immediately got to it. Am I misunderstanding the filter or have I found a bug?
krzarb 2020 年 6 月 2 日 下午 9:27 
I’m currently running both mods and not having this issue
Pelador  [作者] 2020 年 6 月 2 日 下午 9:17 
@Matsci

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).
Matsci 2020 年 6 月 2 日 下午 8:28 
I've run into a conflict between this mod and the No Job Authors mod. If I have both on, it takes up to 15 seconds to start each Job, where the game locks up
Pelador  [作者] 2020 年 5 月 21 日 下午 1:53 
@Update

Reinstated MP compatibility
Pelador  [作者] 2020 年 5 月 17 日 下午 2:35 
@Pavlov's 'Yote

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.
Honeydew? 2020 年 5 月 17 日 上午 10:36 
My art workbench seems to default to wood regardless of what mix I have it set to.
earthling96 2020 年 5 月 7 日 上午 4:38 
wow. thx alot for your response. like it
Pelador  [作者] 2020 年 5 月 6 日 上午 2:41 
@Update @earthling96

Additional logic to avoid GUI being implemented on surgeries.
Pelador  [作者] 2020 年 5 月 5 日 上午 9:41 
@earthling96

I'll check the GUI issue, but the underlying code will only operate on non-pawn related bills.
earthling96 2020 年 5 月 5 日 上午 8:49 
@Prelador

well after relaoding and changing loadorders this doesnt happens anymore.
earthling96 2020 年 5 月 5 日 上午 8:44 
@Pelador

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
Pelador  [作者] 2020 年 5 月 5 日 上午 4:34 
@earthling96

Best Mix does not operate on pawn based bills only work bench related bills.
earthling96 2020 年 5 月 5 日 上午 2:54 
Like this mod alot- But my doctors are using the closest medicine for operations. Annd i cant find the option to change this behavior.
pgames-food 2020 年 5 月 4 日 下午 3:08 
cool - dinosaurs for the win :)
GADefence 2020 年 5 月 4 日 上午 10:55 
Much love. Now I don't need to worry about the crafter nabbing 150% HP synthread with high res vs tyranno leather with 250% HP and slightly lower res :)
Pelador  [作者] 2020 年 5 月 4 日 上午 7:43 
@Update

Added "Item Robust" value, a filter to allow you to specify items with the most hit points vs their maximum hit point value.
pgames-food 2020 年 5 月 3 日 下午 2:47 
(from my perspective, thanks gadefence for helping me understand) :)
GADefence 2020 年 5 月 3 日 下午 2:39 
Most HP would be very useful for stuff like making armour out of leather with the most max HP. So instead of them grabbing (especially modded) leather with 250% sharp res and 150% max HP, they'd grab the one with 225% sharp res and 250% max HP.

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.
Pelador  [作者] 2020 年 5 月 2 日 下午 8:42 
It could be added as an option in case people want to use it for whatever purposes, but only really if there is a need for it. No point generating work for works sake.
pgames-food 2020 年 4 月 28 日 下午 7:40 
hi im just thinking what scenarios would use a "most hitpoints"?

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)?
GADefence 2020 年 4 月 21 日 下午 7:35 
How is it no one suggested most hitpoints?
Skalaki 2020 年 4 月 17 日 下午 5:22 
@Pelador I started a new colony and the problem went away, so probably something was corrupted in my save file. Everything works fine now. Thanks for creating this amazing work!
krzarb 2020 年 4 月 10 日 下午 4:53 
Thanks for the update to allow a best mix for each bill, much appreciated. Just an FYI, the icon will sometimes overlap the icons used by the better workbench management mod, especially when pasting links to other workbenches. I’m not sure that there’s much that can be done about it as there’s only so much space to work with.
Gopher 2020 年 4 月 10 日 下午 12:18 
Is this mod compatible with the Vanilla Extended series of mods and their new items?
Pelador  [作者] 2020 年 4 月 7 日 下午 12:10 
@Skalaki

Expiry works fine for me: https://www.youtube.com/watch?v=ylLBn7S3yqs
Pelador  [作者] 2020 年 4 月 7 日 上午 5:11 
@Skalaki

Will investigate.
Skalaki 2020 年 4 月 5 日 下午 4:36 
I'm having trouble using this, I place an item expiry order in my stoves, but after that my colonists say that there are no ingredients left, when my storage is full. If I remove the item expiry order and place the default one, they can use the stoves again. What am I doing wrong?
Pelador  [作者] 2020 年 3 月 30 日 下午 3:34 
@Update

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.
Shigemi Notoge 2020 年 3 月 27 日 下午 8:34 
ZZZzzz I re-downloaded it and it works fine now. I guess I had an old, broken version somehow. Sorry about that.
Shigemi Notoge 2020 年 3 月 27 日 下午 8:13 
I'm actually not seeing any mod options at all besides 'allow best mix' and 'allow meal makers only'
Pelador  [作者] 2020 年 3 月 27 日 上午 11:01 
@Shigemi Notoge

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.
Shigemi Notoge 2020 年 3 月 27 日 上午 10:20 
Is there a way to reverse the functionality of "fraction" so it uses the ingredient I have the MOST of? Say I have 3 stacks of rice, and 30 stacks of corn. I would want to prioritise corn until there is an even number of each ingredient.

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