边缘世界 RimWorld

边缘世界 RimWorld

Auto-Cast Specialist Commands
57 条留言
Hugalafutro 10 月 18 日 上午 8:08 
Hi, the Farming command sometimes gets cast like 5-7 times in a row, I can't find a way to reproduce it, there's nothing red in log, but I managed to capture it on video, I was doing something and suddenly I hear the trumpet going off :D https://youtu.be/4oc8AiUwZNg

@hamed there's a mod for that called "Keep Converting" iirc
hamed91211173 10 月 2 日 上午 7:46 
hope you can add this for convert too
ggfirst 9 月 1 日 上午 8:10 
any chance of making a config for just auto-cast whenever ready for specialist? my searcher is practicing craft skills and I want research buff adjacent to the production specialist. Of course I can do it manually... but..
ggfirst 8 月 28 日 上午 1:28 
any chance of adding auto-cast for Roles those are added in other mods? such as Alpha memes.. and so on
BBZ 7 月 21 日 上午 9:39 
Hmm, it seems that it is not working for me. I loaded it mid-run, could that be why?
Tommy高富帅 7 月 16 日 下午 1:28 
Is a tedious task. You need to know how each of the "spells" are called in the code to implement is. Sadly, it is not "YOOOOO, he casts whatever BS, it can be automated in an instant.".

If it was this simple, would not have all of 'em be included already? :o

You go inspect the mods that matter to you, find how exactly the "spells" are called, post them here, profit. :girlhand: :girlhand: :girlhand: :girlhand:



Also, dude, why u even bother using that one single comma at the start of your punctuational famine?
Andy Mil 7 月 16 日 下午 12:11 
Hey, I got mod that reduce cool down time and I wonder if you could include all kind of leader ability as well but that should be optional in mod setting or something also maybe from expanded mods idk if they have useful ability but maybe something helpful should be in there
Tommy高富帅 7 月 15 日 上午 10:03 
You can time it. That's what I do. Takes a good memory and a little bit of practice. :)
lRey 7 月 15 日 上午 6:14 
I would like the option to periodically re-use it every 72 hours.
That would allow us to apply the effect permanently if we have three craft specialists.
Tommy高富帅 7 月 11 日 上午 10:18 
Dear esteemed Linnun, may I dare to request adding the Work Command for Majordomo (Vanilla Ideology Expanded). Or provide me with a source code and I'll try patching it in myself, then you can add it to your version. :girlhand:
Linnun  [作者] 6 月 27 日 下午 11:20 
UPDATE:
- Added a null checks to prevent errors
- Removed the verbose logging debug setting from mod options
- Fixed an issue where mod modifications to meme requirements of ideology abilities could lead to unexpected behavior.

This fix is applied to 1.5 and 1.6. It might be the last update for 1.5.
VitaKaninen 6 月 20 日 下午 4:01 
I would love to have that option as well, except I think it is 72 hrs.
Seedoit 6 月 20 日 上午 8:38 
Is there a way for the Production Specialist cast to be put on a reoccurring 24hr timer rather than waiting/forcing the pawn to start a task? I usually use the production specialist for AOE effect
Carabao 6 月 13 日 上午 8:52 
Lol, plays a game that requires intense micromanaging, but claims he hates micromanaging. :steamhappy:
Linnun  [作者] 6 月 11 日 下午 2:39 
UPDATE:
- Fixed an error in 1.6
Linnun  [作者] 6 月 11 日 下午 2:24 
UPDATE:
- Added support for 1.6
CanAdam420 5 月 14 日 上午 10:39 
Amazing mod, now if you could make an auto-psycast mod that dosent require VPE that would be great. i never use any of the abilities that require you to push a button and target a thing... I hate micromanaging lol. Thanks for this.
Raiseo 4 月 17 日 上午 10:18 
Thank you Linnun!
Take my points for your great work :lunar2019piginablanket:
Linnun  [作者] 4 月 17 日 上午 7:22 
UPDATE:
- Added compatibility patch for Research Reinvented


@Raiseo Here you go :)
Raiseo 4 月 17 日 上午 5:36 
@Linnun Thank you, indeed that must be it! :p4g_love:
I can confirm the production one is working as intended
Linnun  [作者] 4 月 17 日 上午 5:06 
@Raiseo
Thank you :) I think I identified the problem to be a compatibility issue with ResearchReinvented because they significantly change how Research works. I will look into it.
Raiseo 4 月 16 日 下午 11:51 
@Linnun
https://gist.github.com/HugsLibRecordKeeper/47e8478a09b4a82215374860ad400a67
Here you go, hope this helps!
I tried to follow the log while my researched (Agatha) was starting research but I didn't find mention of her in the logs.
Linnun  [作者] 4 月 16 日 上午 10:16 
@Raiseo
The mod options have a verbose debugging log option. Can you enable that, test again, and provide the log file? Hopefully there will be something useful in there to troubleshoot your problem
Raiseo 4 月 16 日 上午 8:58 
Yep, I can take my researcher as an example, she researches but doesn't use the command even though I have it set to autocast.
Linnun  [作者] 4 月 16 日 上午 7:39 
@Raiseo Are your pawns working on a related job? They are supposed to cast it just before starting certain jobs
Raiseo 4 月 16 日 上午 7:29 
Hmm I have the small blue arrows, but they don't seem to be auto-casting, any idea?
你看我迪奥不 4 月 14 日 下午 7:13 
good mod:steamhappy::steamthumbsup:
Linnun  [作者] 4 月 14 日 上午 11:33 
@VitaKaninen
This mod patches specific jobdrivers to add toils to them, if neccessary. Unfortunately there would not be a simple way to add that option without rewriting how the mod works
空岚BR_184 4 月 13 日 下午 1:48 
I've been waiting for this mod for two years, thanks!!!!!!!!!!!!
VitaKaninen 4 月 12 日 上午 7:23 
Is it possible to have them autocast it even when they are not doing the specific task that uses the skill, since it helps those around them?

I send all my constructors off the map for several days to deconstruct ancient complexes, and they will never cast the skill even though they are working non-stop for several days. But they are only de-constructing, so they are never triggered to cast the skill unless I tell them to.

It would be nice if there was an option to just have them always cast it whenever it is ready even if they are not specifically crafting or building.
Linnun  [作者] 4 月 12 日 上午 12:54 
UPDATE:
- You can now right click on these abilities to toggle their auto-cast
- If any of these abilities are set to auto-cast, they will show a little auto-cast icon in the top right corner
FGe 4 月 11 日 上午 12:30 
Excellent mod!
Linnun  [作者] 4 月 10 日 上午 11:56 
Hirsuta 4 月 9 日 下午 10:47 
I've been wishing for a mod, and it seems like it could fit into this one. I often forget to use the Moral Guide's Convert ability. I wish that I could simply tell them who their target is, and then have them automatically go and cast the spell again when the cooldown is finished.
Scorpio 4 月 9 日 上午 11:33 
well its working now, thanks for the update
赤仓 4 月 8 日 下午 10:36 
finally a hero appeared! I have waited this for such a longgggggggggggggggg time!:steamthumbsup:
Linnun  [作者] 4 月 8 日 下午 3:08 
@Coolchilion (continued because character limit)
It's also worth noting this check does not happen every tick. It only happens when a pawn starts a new job of the relevant type. At this time the "JobDriver" of the game generates a number of "toils" that the pawn will do (think of them as sub-tasks, like "reservate workbench", "go to grab material", "grab material", "go to workbench", "start working"). So only at the start of this entire chain of toils, there will be a single check if the pawn has the specific ability and if that ability is available to cast (i.e. off cooldown). The actual toil to cast the ability is only added, if the ability is available and castable. (And the actual casting of the ability within the toil takes not more performance than manually activating it, because that's literally the only thing that happens in that toil.)

So even with something like a 50 pawn colony the performance impact of this mod should be negligible.
Linnun  [作者] 4 月 8 日 下午 3:08 
@Coolchilion
This mod should have minimal impact on performance. But you are right to question it, so I did some profiling using additional timing measurements in the code. In testing, the very first time the first pawn starts a relevant task (like make bill or cutting plants), it took an additional 31.8 µs (because some stuff in the mod needs a one-time initialization). Every time after that, the time has been in the range from 0.4 µs to 1.3 µs per MakeNewToils call of the relevant JobDrivers. For reference: 1 µs = 0.000001 seconds.
Coolchilion 4 月 8 日 下午 1:11 
I'm kinda scared about performance, has it been measured?
Vartarhoz 4 月 8 日 上午 1:14 
This will be "wall light" for me. Always will be in my mod list. Thanks mate.
Jigsaw717 4 月 7 日 下午 10:37 
seems to be working now! thanks
Linnun  [作者] 4 月 7 日 下午 9:35 
UPDATE:
- Fixed another instance, where specific circumstances could lead to pawns being stuck instead of working
- Added verbose debug logging to mod settings (don't use this, unless you want to investigate/report a bug)


@Jigsaw717
Please let me know if the issue still persists for you after this update. If you still have the issue, please enable the new verbose debugging option in the mod options, and provide a log file
Linnun  [作者] 4 月 7 日 下午 8:23 
@Jigsaw Are there any errors in the log for you? Can you provide a log file? You can upload logfiles with Ctrl+F12 if you got HugsLib
Jigsaw717 4 月 7 日 下午 8:01 
it might have fixed it for agrihands ( i dont have any so i cant say) my human pawns are still standing though
Linnun  [作者] 4 月 7 日 下午 7:20 
UPDATE:
- Added missing Null check. This fixes an issue that could cause certain special pawn types (like Agrihands) to just stand around and not know what to do


@Jigsaw717 @Altumnus This should hopefully fix the bug you were experiencing. Thank you again for the log, that is a great help in hunting these things down :)
Linnun  [作者] 4 月 7 日 下午 7:00 
@Altumnus Thank you for the log. I'm looking into this
Altumnus 4 月 7 日 下午 6:37 
I like the idea, but my agrihand mechs are now permanently stuck 'standing' while spamming the log with red ( https://gist.github.com/HugsLibRecordKeeper/176a290fd43fdcbecfc6c8467d7f5b05 ) when there are tasks for them to accomplish.
Jigsaw717 4 月 7 日 下午 5:30 
my pawns will just be stuck in 'standing' with this
VitaKaninen 4 月 7 日 下午 2:40 
Working now, Thanks!
Linnun  [作者] 4 月 7 日 下午 2:18 
UPDATE:
- Fixed auto-casts not always working reliably.


Please let me know if you continue to see pawns not auto-casting when they should auto-cast