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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.
Clean Pathfinding 2 (continued) effed it up. I removed the mod and now everything is fine. :)
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?
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.
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
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.
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?
please tell me it is
Thanks for the reply. It seems just setting an ingredient radius that is not infinite did the trick.
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.
Thanks for the clarification.
And sorry for not making github pulls, I dont know how to use it...
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.
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
this doesnt work in 1.4
no mix is selectable
Rip
pray to mlies that they move this one up the chain