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All rules work, but the proper steps need to be done to assign everything.
https://imgur.com/a/U6MVrQI
1. Click "Load launch group"
2. You can see, that "Process Last" items are already in the list. But no items, related to colonists (because no colonists are assigned)
3. Click "Reset" and assign some colonists. Click "Cancel".
4. Reopen the menu with "Load launch group"
5. Now you have all items queried for loading.
??. If you don't reset on step 3 and simple reopen the Launch menu, then your items "Process Last" will be doubled.
wondering if compatibility with "Vehicle Framework" is planned...
https://steamcommunity.com/sharedfiles/filedetails/?id=3014915404
https://imgur.com/a/wsyePkZ
Only takes wood with caravan.
thx in advance
For example, I have an Auto Seller (base mod) rule to sell chemfuel above 2000. If I currently have 5000 chemfuel, I'd like 3000 chemfuel to be added to the caravan.
per person will only apply with those pawns added by composition rules atm
instead of using route days, you could use days and/or a shared multiplier, or shared multiplier and quantity.
using multiple fields (quantity, weight, days, route days) will limit the rule to whatever value is satisfied first, so it's not just quantity.
while shared multipliers are integers, the quantity field can contain a fraction.
You shouldn't need to set a shared multiplier on a rule with route days, but if you did then those days would be multiplied, and double days would further double that.
just wanted to drop a note after all the time and say that your mod is still one of the must-haves for me. It completely got rid of the tedious task of assembling caravans and drop-pod raid parties for me... bring 10 marines, 2 of them charge rifle guys, 8 snipers, 2 melee, one of them a doctor, all of them without sickness, no bad traits, bed rolls for all, 4 medicine etc.. one click, done! Same for animal caravans: Bring one good negotiator? One soldier for protection? Money? Bring all pack animals that arent't sick? Bring only 10 of them? one click, done!
This has removed one of the more tedious assembling tasks of the base game ( when having lots of people and animals late game) into easy-presets for me!
It also made the "oh no, we have to raid or trade someplace else" feeling go away and become a "hell, let's do this" and "you raid me? no, i raid YOU'' gameplay thing :)
Keep up the good work! :D
also updated when rules are applied during caravan forming, so preset and multiplier dialogs will appear after a route has been selected rather than during. Multiplier setting dialog also partly updated
If its the latter, I can live with it - thanks for the reply :)
@Raikuri pods are a bit more selective on which rules to apply, for items use apply last and they also don't use per person rules (keep the second node clear, don't use days etc)
Sorry if this has been asked before but i can't see it.
Is there a way to filter out prisoners from using the load x number of "Any humanoids"?
Thanks - this and autoseller make life so much easier :)
since core has done the filtering, not all data is needed to return to the extension
what the extension gets back is a flattened rules list (filtering has been done so no more data is required) paired along with their filtered lists. These two things are enough to change quantity.
I like your idea too as an addition, btu usability wise i would avoid popping up another question box with the presets. Like for the est. 90% people that do without multiplier.
the setting in options is just if you don't have the select preset when forming checked
If you meant setting a multiplier on a topmost chainrule, that multiples every fixed amount from a subrule, that would be the solution to the usecase.
chains (under topmost) have no quantity control either, chains (and filters) are part of core (so they are present in Trade and other extensions, and have specific behaviour), they're rules without options that further filter the results of nested rules (like Rule AND Rule).
what I can do is allow the topmost rule (and normal equip rules) to use a shared multiplier (as an option). you should be able to set the actual number during preset select or in options.
@AerosAtar I'll expand upon what twilight has said, for the alternative preset idea you do need atleast one preset made (and indeed an empty preset is fine for this) and can use the suspend all button for pods and activate all button for caravans when the select preset dialog appears.
I'll get more updates in slowly, as to not break too much at once :)
I also couldn't set the decimal figure inside the Wizard, but I suspect that is just because you wanted to test the concept first before putting it everywhere (which is understandable).
On a slightly different note: Is there a way to specifically exclude pods from rules? I want my current rules to apply to caravans but not to pods, and I can't figure out how to do that.