RimWorld

RimWorld

Best Mix (Continued)
180 Comments
Maya 4 hours ago 
??
Aschevacuum 11 Jul @ 6:59pm 
Does it still works?
the 2 Jun @ 6:29pm 
@Futstub thank you for this!! i was having the same issue and came here to figure out why the mod wasn't working... removed clean pathfinding 2 and that fixed it :)
Mlie  [author] 31 Mar @ 9:49am 
@Johnny Dollar Yes, its been iterated over multiple times here. Cooking setting only works in the same region. This is a game limitation
Johnny Dollar 31 Mar @ 6:24am 
I'm once again having strange behavior by this mod.
Some settings work on some workbenches, such as protection and insulation on tailoring, but cooking workbenches completely ignore any setting, by individual recipe or global Best Mix setting.

Once again, tested with only this mod.
Futstub 30 Jan @ 3:07am 
Nah, I checked that. Came back to say I found out what it was after some testing, in case anyone will google it in the future:
Clean Pathfinding 2 (continued) effed it up. I removed the mod and now everything is fine. :)
Twilight 28 Jan @ 8:06am 
@Fatstub - have a screen shot of your kitchen and storage? Possibly you are running into the same behavior in the comments just prior to yours.
Futstub 28 Jan @ 5:12am 
Sadly I don't get how thi works.
So I want my cook to use te ingedients that spoil first to cook with.
I set the recipe to "Item Expiry/Spoilage", also I set the stove to that. I made sure the ingredients are allowed in the recipe. But the cook still uses potatoes over meat, even if the meat rots in 20 hours and the potatoes in 4 years...

What am I doing wrong?
Pong 13 Nov, 2024 @ 11:32pm 
@ffel158433 See my previous comment for explanation.

Further testing shows the mod will sort ingredients within the first region containing a possible ingredient. So when two rooms contain one viable ingredient each, the mod will find only one choice in the first room and stop searching. Outdoors is also invisibly divided into regions.

Ensure your mixed stockpiles occupy the same region.
ffel158433 6 Oct, 2024 @ 3:53pm 
In the "Expiry" setting, let's assume room A with a stove written with plans, room B with rice, and room C with chicken. Room B is closer to room A than room C. This is when the colonists use the rice from room B, which is closer to the stove, like vanilla, for cooking despite the stove's best mix setting. The same thing happens when chicken is outdoors and when both chicken and rice are outdoors.

https://cafe.naver.com/common/storyphoto/viewer.html?src=https%3A%2F%2Fcafeptthumb-phinf.pstatic.net%2FMjAyNDEwMDdfMjkg%2FMDAxNzI4MjU0OTU5NTUz.i7B9aEWXl6u8t0Q2ocJDt5yYrXPNipecE69sqcHxhUog.FXHgMyREM_a_UiH337pfJ0Ygxmx2H-XfqLj80RBZOo4g.PNG%2Fimage.png%3Ftype%3Dw1600
Pong 23 Sep, 2024 @ 2:34am 
So the mod only discriminates ingredients within the same pathfinding region as the bench?

Then Info or Description should mention this limitation, and how to reveal the 16x16 region grid by selecting "View Settings... Draw Regions" in developer mode. Then players know where to place benches and stockpiles.
Mlie  [author] 13 Jul, 2024 @ 11:25am 
@(shiny) DiamondNova Please see the Reporting Issues section described above
(shiny) DiamondNova 13 Jul, 2024 @ 9:38am 
I think there is a problem with Burn pit from Dubs Hygienic. It seems to not intake Sludge.
Mlie  [author] 9 Jun, 2024 @ 2:16pm 
@Alyfox Random will just take the ingredient at random when looking for one, that is, without any specific rules. So if you need 5 metal, it will just take 5 at random. If you have a stack of steel and a stack of plasteel it will take 5 from one of the stack.
Alyfox 9 Jun, 2024 @ 1:42pm 
With "Random", for Cooking, will it mix up the ingredients within the recipe (ie a Roasted Vegiges using corn, tomato, potato, carrots) or will it just use 1 ingredient, randomly selected from all (veggie) ingredients wihtin range?

similarly, if im crafting a stuffed item, say a piece of jewelry, would Random randomly select X bits of Silver, X bits of JAde, etc? Or just the 1 ingredient at random from all those in range?
Johnny Silverman 27 Apr, 2024 @ 4:28am 
I assume this mod does something very similar to this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901561962 but in a somewhat more advanced way, and less micromanagey/more automated?
Kaden Ha 19 Apr, 2024 @ 4:56am 
Softness from "Soft warm bed" mod is no longer considered for filter/ranking by this mod
Mlie  [author] 11 Apr, 2024 @ 10:13pm 
@EvilNecroid I dont know, last time someone comissioned the work from the mod-market.
EvilNecroid 11 Apr, 2024 @ 7:51pm 
so its getting updated?
please tell me it is
Mlie  [author] 10 Apr, 2024 @ 11:01am 
@EpicShoo I assume so, its been done before
EpicShoo 10 Apr, 2024 @ 10:59am 
Hmm would we be able to commission for it to be updated?
Mlie  [author] 10 Mar, 2024 @ 3:33am 
@Shiroo~ Last update was commissioned work as mentioned. I will probably not be able to update it myself
Shiroo~ 10 Mar, 2024 @ 1:32am 
Update pleasee.. I really love this mod
Archangel1313 10 Feb, 2024 @ 5:43pm 
this is in desperate need of an update
Darkcow 22 Jan, 2024 @ 12:40am 
same
lako1986 28 Dec, 2023 @ 7:30pm 
Can confirm as of this moment unfortunately ,mod doesn't appear to be working. Cook chooses whatever instead of expiry/spoilage option or low stock option.
Noir 8 Nov, 2023 @ 10:45am 
This mod does not seem to work anymore. I keep having pawns using anything instead of what I've set as Best Mix
The Bard of Hearts 17 Jun, 2023 @ 11:15pm 
Still the case even with this mod being the only mod running.
The Bard of Hearts 17 Jun, 2023 @ 11:14pm 
seems to work out the gate when you first load the game, but after about 5 minutes it just ignores your filters entirely.
The Bard of Hearts 17 Jun, 2023 @ 11:09pm 
I have the same issue where despite setting them to use expiration as the filter, my cook keeps going for berries and corn that has days on it instead of the meat that is about to go bad within hours.
Vartarhoz 30 Apr, 2023 @ 8:20pm 
I don't think this works. I have 1000 fungus near stove and 200 berries, set stove to Stock Most, yet pawns still selects Berries to cook Simple Meal. Yes double checked recipe. Doesn't even give error though. Weird.
Taiyang 9 Mar, 2023 @ 11:05am 
Doesnt work?
G-Fiti 21 Jan, 2023 @ 4:50am 
@Kopp
Thanks for the reply. It seems just setting an ingredient radius that is not infinite did the trick.
Kopp 21 Jan, 2023 @ 2:08am 
@G-Fiti
I noticed that (at least with unlimited ingredient radius) the ingredients have to be in an adjacent region of the bill giver (workbench).
You can activate the drawing of regions in the dev mode. Maybe thats why it is not working for you.
G-Fiti 21 Jan, 2023 @ 1:17am 
Cont: Moxt expensive also doesn't seem to work for me. Thrumbofur is allowed (eversthing is), but instead camel wool is used :s
G-Fiti 21 Jan, 2023 @ 12:52am 
Does this still work as intended? I have a lot of Thrumbofur, have bills set to "Protect sharp", yet my pawns decide to use dog leather?
IN-6-SLR 25 Dec, 2022 @ 6:08pm 
Thank you so much, brother. :steamthumbsup:
Stankew 23 Dec, 2022 @ 2:38am 
God bless you man
ProfZelonka 22 Dec, 2022 @ 9:55pm 
<3 Thank you both
Kopp 22 Dec, 2022 @ 2:26pm 
@Mlie best of the best!
Thanks for the clarification.
And sorry for not making github pulls, I dont know how to use it...
Mlie  [author] 22 Dec, 2022 @ 1:13pm 
@Kopp Thanks again! Should be added now. The "is" operator already handles null-cases so that should be enough.
Kopp 22 Dec, 2022 @ 12:18pm 
@Mlie Glad I could help.
While doing some testings I noticed that BestMix is messing with the medicine that gets used for a operation...
Seems like a change in BestMixUtility.Sort() can prevent that:
if (WorkGiver_DoBill_TryFindBestBillIngredients.curGiver == null) <-- original
if (WorkGiver_DoBill_TryFindBestBillIngredients.curGiver == null || bill is Bill_Medical) <-- changed
Not sure if this may cause some other malfunction or if we also need to check if the bill is null...
The list of available medicines gets already sorted in RimWorld.WorkGiver_DoBill.AddEveryMedicineToRelevantThings(), no need to sort them again.
Zuada 22 Dec, 2022 @ 11:39am 
What a chad!
Mlie  [author] 22 Dec, 2022 @ 11:17am 
@Kopp Thank you, that was indeed the fix needed. Should be updated now!
Kopp 22 Dec, 2022 @ 9:07am 
If you are talking about that transpiler "WorkGiver_DoBill_TryFindBestBillIngredientsInSet_AllowMix.Transpiler()":
Should be fixed by changing two lines:
public const int sortILIndex = 6; <-- 6 instead of 7
yield return new CodeInstruction(OpCodes.Ldarg_0); <-- outcomment/remove that line
Zuada 22 Dec, 2022 @ 7:38am 
Well, I could try taking a look if you don't mind. I know a bit of C#, so maybe I could help you figure something out?
Mlie  [author] 22 Dec, 2022 @ 7:27am 
@Zuada I dont know, Ive tried but IL code is tricky.
Zuada 22 Dec, 2022 @ 7:12am 
Is this mod even going to be updated to 1.4 though? I remember Mlie ran into some trouble with it in the past and had to get someone else to figure out the code... I really hope that it's updated, for the people who really like to be organized, Best Mix is one of the best mods out there!
ProfZelonka 12 Dec, 2022 @ 1:17pm 
What a great mod, miss it.. Really makes a huge QoL difference. Hoping for 1.4!
Narlindir 4 Dec, 2022 @ 3:08pm 
for anyone wondering
this doesnt work in 1.4
no mix is selectable
Rip

pray to mlies that they move this one up the chain