RimWorld

RimWorld

Math! [Old]
286 Comments
CrunchyDuck  [author] 27 Mar, 2024 @ 1:07am 
Thank you. I'm glad you got something out of it :)
Infinityvy 26 Mar, 2024 @ 2:28pm 
thank you for this mod. its one of my favorite. good luck on your endeavors
Cosmo Corban 15 May, 2023 @ 6:51pm 
@CrunchyDuck I appreciate all you did whit this mod, is still an awesome idea.
Hope the best for you and your game project! :slimehappy:
CrunchyDuck  [author] 8 May, 2023 @ 10:27am 
Heyoo. Both of you below are right in this regard; Math was an absurd amount of work, I did break my old windows OS, and I've been trying to have an actually healthy life. I also am focusing more on game development instead of mod making. It'll probably be years till I make anything anyone will see though :P

I apologise for dropping this mod so abruptly. I could give a long ramble, but to put it short, I do appreciate the time I spent on it, and I hope I brought more joy than I did pain to those that used it :)

There is a fork of Math, being maintained by someone else now, and I'm surprised they haven't posted that here! I'll update the name and description of this mod to reflect that, and hopefully they can do a better job than I did with it.
BlazingImp77151 7 May, 2023 @ 8:53pm 
@alreShan That's wrong. the dev's message on their discord stated that they broke their computer and also had life stuff going on, and as such would not be coming back to the mod in the near future. they also added that they may not come back at all as at one point they were putting more time and effort into it than they would a full time job.
Mitz 31 Mar, 2023 @ 12:21pm 
m a t h
晓山alreShan 1 Mar, 2023 @ 6:41am 
@FlareFluffsune
The mod author is now currently not focusing on RimWorld. Working in other progress, it's game develop I remember.
So I guess the mod won't get any new feature.
If you are interested about what's author doing or trying to contact him, maybe you can go to their dicord server to find out.

Hope these information can help you a bit.
:steammocking:
FlareFluffsune 1 Mar, 2023 @ 4:10am 
Will you be adding the copy all bills function to the mod too?
Jigain 10 Feb, 2023 @ 9:40pm 
Guess I'm going back to BWM until the whole resetting to "do until 10" gets fixed. I can't babysit my food production and configure it every hour.
Nahiya 9 Feb, 2023 @ 4:33pm 
Hi! is there a way to make it so production stops when dipping under a certain amount of a resource? I tried [(-corn^2)+500] but when I do this the bill editing UI disappears when i type
[-corn^2]. Are parabola equations not supported by this mod, or am i just dumb?
Deverz 25 Jan, 2023 @ 11:16pm 
Is there a way to make a variable for a specific animal?
Malminas 3 Jan, 2023 @ 7:00pm 
also if("c.meals" <= "pwn.intake", 2) doesnt work either, am I missing something???
Malminas 2 Jan, 2023 @ 11:18pm 
I cant seem to get custom variables to work. I've set up a variable named vmeals with "c.meals"-"packaged survival meal", the text on both boxes is white but when I type the variable name nothing works. I've tried with and without quotes. it looks exactly like your example does. What am I missing
Phill Meup 23 Dec, 2022 @ 3:27am 
yeah, the mod is also completely not working for me after the update.
Teusdv 20 Dec, 2022 @ 9:11pm 
the new update broke it ? i got some errors from BWM in console even i don't have it
Mr.Lemming 15 Dec, 2022 @ 4:40am 
Nevermind, switched back to BWM and all is fine again.
Mr.Lemming 14 Dec, 2022 @ 7:30pm 
Why are my bills getting reset to 10 all the time?
Kateye 4 Dec, 2022 @ 10:29pm 
Something that would be nice is the ability to set variables as "per-save" variables. For example, I have a "royal intake" variable that's a sum of specific colonist's intakes (the royals who need lavish meals). However, when I switch between save worlds the variable becomes invalid because the royals of that name do not exist. It would be nice if I could have a global "royal intake" that's 0, and a per-save "royal intake" which is the sum of actual royals in this save.
Teusdv 4 Dec, 2022 @ 6:20pm 
set default drop on the floor for bills like better workbench does :D
Shard 2 Dec, 2022 @ 11:02am 
Maybe one option could be semi-constant variables - make a variable similar to now, but have an option to 'set' it, where it validates and runs the equation, then saves the result to be used until it is set again. That would allow setting up things for the existing colonists, then even if they leave or die, it won't change until the player requests it.
CrunchyDuck  [author] 2 Dec, 2022 @ 7:44am 
If the bill uses the "colonists" variable, it'll automatically update when the pawn leaves the map. There is potentially a 1 in-game hour gap between them leaving and the bill updating, which can sometimes mean a bill gets started and then stopped soon after, and I plan on looking into ways to stop this from being an issue.
hopeandjoy9 2 Dec, 2022 @ 7:29am 
Any chance to add the function from Better Workbench Management that counts equipped items while pawns are off the map? It's mildly annoying to send a pawn in a caravan and forget to pause my clothing bills so now I have extra shirts.
CrunchyDuck  [author] 2 Dec, 2022 @ 6:44am 
@alre_shan Thanks for the report. Not quite sure why this would happen, but I'll try to look into it soon.
CrunchyDuck  [author] 2 Dec, 2022 @ 6:43am 
@cat2002 Alright, went over the PR, thanks for your work!
I renamed "workDis" & "workDisabled" to simply "incapable". I also added a "capable" search.
晓山alreShan 1 Dec, 2022 @ 8:19pm 
Imcompatibility report:
When with some mods, some bills come from mods (such as [hammer] from [Vanilla Weapons expanded] , it's bill count constantly be set to 1, but bills from core and DLCs won't.

When using math!, CE, [Dubs Mint Menus],
load order will help, suggestion:
[Dubs Mint Menus] → Math! → CE

When using [Dubs Mint Menus], Math! , [Categorized Bill Menus] together,
load order can't help.
----------------------------------------------------
When using [Dubs Mint Menus], [Categorized Bill Menus], CE without math!, it goes fine.
:waxquail:
CrunchyDuck  [author] 1 Dec, 2022 @ 1:15pm 
Nice! I'll check it out soon :)
cat2002 1 Dec, 2022 @ 12:36pm 
Hey, just so you know, I created a pull request for work tag filtering, this lets you filter pawns such as incapable of violence, and other work tags.
CrunchyDuck  [author] 29 Nov, 2022 @ 3:14am 
Thanks for the bug report! Pretty sure I know why it's happening. For now I'm going to revert the update to get things working again, and we'll fix it in the background.
cat2002 28 Nov, 2022 @ 5:51pm 
Adding to the bug @Cosmo Corban reported, you can reproduce it by not having Compositable Loadouts enabled, seems the integration broke something.
Shard 28 Nov, 2022 @ 4:57pm 
Yeah, I've been doing the same as you for the surplus method, it is just a bit annoying to set up. But it is great that it is possible even if it isn't a direct feature.
Cosmo Corban 28 Nov, 2022 @ 4:34pm 
@CrunchyDuck found a new bug when testing the formula in my comment below.
The mod seems to bug the debug menu (where we spawn things)

This is the console log:
https://gist.github.com/HugsLibRecordKeeper/60b7bdf8becf5a4b1a7904427a0c59ae

Tested it with only Math, Harmony and HugsLib
Cosmo Corban 28 Nov, 2022 @ 4:26pm 
Yeah, the "Do with surplus" is something I'm missing myself from the mod "Everybody Gets One".
As I don't want anything to break I disabled that mod.

Right now I am using the formula ((MaterialQuantity - Surplus)/MaterialCostPerJob + Billitem).

So for example I have 1000 steal and want to make simple helmets with a surplus of 200:
(steel - 200)/40 + "simple helmet"
Shard 28 Nov, 2022 @ 1:03pm 
Any chance of getting a way to link entire queues together so that adding/removing on one of them automatically links the bill to the other? It can be worked around by saving the list and then pasting it on the other, but you have to redo that every time you make a change, or you have to manually add/remove/link the bill from each location individually, which can get annoying if you have half a dozen duplicate stations.

Additionally, any chance of getting a "do with excess" option? You can do it with user variables, but that can be finicky and takes a fair bit of time to set up.

And so it doesn't look like I am complaining, thanks again for the great mod. The user variables especially are amazingly helpful, with a bit of work you can have them do all kinds of cool things.
M0rr1s0n 28 Nov, 2022 @ 10:27am 
@CrunchyDuck thank you, making it compatible would be wonderful, this in one of those mods which makes any loadorder smaller AND bringing extra functionality :)
Can't be a bad thing!
Cosmo Corban 28 Nov, 2022 @ 6:19am 
@CrunchyDuck Thank you man, it works now, I think it also fixes the unlinking thing.
I'll let you know if I find anything else.
CrunchyDuck  [author] 27 Nov, 2022 @ 11:27pm 
Should be fixed now! The usual "You might need to unsub/resub to get the update".
Turns out, RimWorld's saving/loading didn't work a I thought it did. Parent links weren't properly loading their children, though their children load their parents properly, which is why I missed it.
CrunchyDuck  [author] 27 Nov, 2022 @ 10:21pm 
I've put out a quick fix to prevent the error from breaking anything important (albeit steam probably won't give it to people any time soon), and I should have a proper fix shortly.
CrunchyDuck  [author] 27 Nov, 2022 @ 10:16pm 
@M0rr1s0n I can look into making that mod compatible with this soon enough, I don't think it'd be too hard.

@Cosmo Corban Thanks for the steps to repeat it! I knew something like this would slip through.
Cosmo Corban 27 Nov, 2022 @ 8:53pm 
Found this bug as sometimes, after a while playing, the children bills will just stop reacting to changes in the parent bill, so I tried to unlink them.
Cosmo Corban 27 Nov, 2022 @ 8:50pm 
@CrunchyDuck found a bug, tested with only this mod loaded. Copied a bill, linked to more than one , save, load save, try to unlink. The whole bill list would bug out.`

I get this in the console:
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
Cosmo Corban 27 Nov, 2022 @ 8:44pm 
@Infinityvy, there is a varible "col.adults" if you want only adult colonists.
Infinityvy 27 Nov, 2022 @ 8:19pm 
awesome new update! i noticed a bug tho it seems. i made a variable adults = col - kids - bab to get all my adult pawns. however when i use this variable its value is 120 always while if i use the equation col - kids - bab directly i get the correct amount of 21.

also i noticed a stat called "attack tool" which seems to always be 128. it lacks any description and im not sure what its suppposed to return.
thatcodyguy 27 Nov, 2022 @ 4:33pm 
I love this mod :Gifting:
M0rr1s0n 27 Nov, 2022 @ 1:41pm 
I switched to this mod from BWM and additional bill mods, and I noticed that the functionality of https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073082747 "What's Missing?" is lost. Now I wonder, is it because this mod has to be made compatible or the other way around?
晓山alreShan 27 Nov, 2022 @ 8:20am 
oh :D, now I fully understanded what it is.
This is a really good function, helps a lot.
thanks for keeping answering!:steamthumbsup:
CrunchyDuck  [author] 27 Nov, 2022 @ 6:47am 
You might be misunderstanding what the panel in the bottom left is; It generates on the child bill when you create a link between two bills.
To create a link you copy a bill. A new button will appear for all other bills. Clicking that button will "link" the copied bill to the target bill.
That target bill will then have those new panels, giving information about the link.
晓山alreShan 27 Nov, 2022 @ 6:44am 
you mean you have ui shows like picture 2 ?
Cosmo Corban 27 Nov, 2022 @ 6:35am 
Mine works fine bro
晓山alreShan 27 Nov, 2022 @ 6:25am 
Do you have same issue that I have? Cosmo Corban ?
晓山alreShan 27 Nov, 2022 @ 6:22am 
My [Math.dll] CRC32 hash is same as yours, Cosmo Corban.
CRC32: 5EC7439C