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I currently have about 15 pawns in my current test game and haven't noticed any negative effects. It was previously tested with more and robots in V1.0 with a reasonable compliment of additional mods.
It uses a similar process to vanilla and has an optimised region traverser for the ingredients selection, but I haven't tested all potential permutations of game play or hardware of course.
done
Reasoning: https://1drv.ms/t/s!Au3GsmKyQkDYisIJkVlYrxjpe0-nqA?e=fGYi5O
This will save me SO much annoying time fiddling around with little check boxes!
If and when you get a chance really.
Hello, I tried to message you on the discord link but it seems i can't send private messages. anyway I wanted to tell you that currently my mate is away. I can't play in multiplayer right now :( If i can still help, I will do my best. By the way, I apologize but english is not my native language
B: "Because that pile of rice is farther."
A:“???”
Have spoken to one of the MP devs and would like to try some debugging with you and your friend where possible.
If you'd like to use the discord link above I can go into further detail with you there?
Well this is very strange then, since I'm following the same kinds of conventions for gizmo use as my other native supported mods using the MP API, that don't have problems.
I'll need to speak to the MP devs about it.
Still same problem in multiplayer :( in the log there's a warning about something wrong for multiplayer compatibility. The changing of gizmos doesn't sync with other players.
ah ok, maybe the TicksPerSecond mod can help to pinpoint a possible conflict too.
And unfortunately, both mods that implemented some kind of multithread, are long gone now, one of those never did actually see the light of day (the author just said he finished it, graduated with it, and never actually released it, he just said it didn't improved fps by much and went awol).
@Pelador I feel happy and sad at the same time about that image.
https://1drv.ms/u/s!Au3GsmKyQkDYid5DNXZm8D1mtWCH4A?e=omcbq5
also dont worry for multi-threading... someone will develop a multithreading virtual device driver for systems, and it will be a generic software that simply allows all other programs and games to utilise more cpus for multithreading - they will be rich too
Please can you try it now with the new update?
By the way it seems not very multiplayer compatible: if I change the gizmo (as a host) it works, but the selected gizmo doesn't sync with my mate in the multiplayer session. If my mate change the gizmos he desync almost immediately :(
Added sharp and blunt material damage factors. "Sharpest" and "Bluntest".
Yes, the per bill setting has been mentioned and am considering upgrading to accommodate this. So you can expect this to happen. It's just a more involved GUI modification which can be fiddly, especially when other mods also modify the same GUI, so has to be done right to ensure best compatibility with these other mods.
Other considerations would be hardware, and most notably that RW is mostly CPU dependent and uses only 1 core. So whilst not in the specifications for the core vanilla game if you are using additional modded content. Having a CPU that can support these interests will be beneficial.
Dub is currently working on a really useful tool at the moment, which I find useful and is slowly incorporating fixes into it, this even with some areas of the vanilla game.
I'd recommend using it to help guide interests, but have to warn you that it would not be sensible to use for witch hunts because mods can be interlinked in how they work together so one mod could make another mod look problematic. (But he is improving the tool to drill down deeper here).
So performance issues can be compounded based on how mods relate. But can "help" you determine if certain mods are potentially problematic, to then investigate further based on your mod compliment.
https://github.com/Dubwise56/Dubs-Performance-Analyzer
With 300+ mods then I can see there being potential performance issues depending on what all those mods bring to the table in terms of added workload. This potentially compounded if you use large scale maps, lots of pawns, lots of additional content and so on.
It has to be your choice what you use with regarding mod selection and how you prioritise those interests. Personally I try to be more selective even though I have a reasonable compliment of mods myself. But trying to cram all the mods you like in every play through will of course degrade performance. XML only mods not exempt from this either as they and an extra sense of scale and choices in the game that has the potential to impact other things.
Yes, tested
https://steamcommunity.com/sharedfiles/filedetails/?id=1687566130
Screen print now provided to help demonstrate usage.
The filter selected for the bench confirmed by the associated gizmo when the bench is selected, a drop down to select alternative filters will be generated when you click on this gizmo.
Can you upload some pics of how to use it ? I dunno what a gizmo is. I don't see any new options.
thx
It respects the Radius you set for the bill (though that can be the entire map), and still follows the other filtering settings you specified for the bill also.
It just evaluates more fully a different priority or quality other than distance where that is useful to for the ingredient selection. Distance may still be the most useful selection of course for some bill arrangements, but this mod allows flexibility to change that vanilla priority where sensible and useful to do so.
For efficiency purposes as with normal vanilla use, minimising the radius or the travel distance to potential ingredients will still be beneficial to the bill process and thus production.
Uses region traversing, so will add to the listing based on a regions listerthings before being sorted by any criteria, so it will then become more distance based, but not quite the same animal as the distance filter.
The functionality is added per bench via a building Gizmo. It could potentially be added as a per bill use, but that would require a more extensive GUI rewrite. But he gizmo use is dynamic so you can readily switch between modes.
Added compatibility with CE: "Protect Electric - highest material property of protection against electric".
You have it right. And yes it is compatible with Better Workbench Management, I use the mod myself.