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while_youre_up.yaml
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#parent=..\global.yaml
---
repo: https://github.com/CodeOptimist/rimworld-jobs-of-opportunity
_anchors:
- !parent &global_ModMetaData ModMetaData
ModMetaData: !merge
<: *global_ModMetaData
url: '{discord}'
name: While You're Up / PUAH+
packageId: CodeOptimist.JobsOfOpportunity
supportedVersions:
- 1.1
- 1.2
- 1.3
- 1.4
incompatibleWith:
- hoodie.whileyoureup
- kevlou127.WhileHYouOreHUpHQ1V0S
incompatibleWithByVersion:
v1.3:
- Mlie.PickUpAndHaul
key_prefix: 'CodeOptimist.WhileYoureUp'
published_file_id: 2034960453
preview_from_path: '{out_dir}\..\WYUP.png'
intro: |-
[b]Opportunistic hauling. Haul-to-inventory improvements (if [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058]Pick Up And Haul[/url] is installed).[/b]
A must-have with PUAH. Compatible with existing saves. Any load order.
header: |
{is_steam?=[img]https://steamuserimages-a.akamaihd.net/ugc/2039614501967758556/E8A0F2430B67773F5A13F3ADD8077E9E1CB00AF9/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false[/img]
[img]https://i.imgur.com/neL6g6Q.png[/img]
}
Much of this mod is improving [i]Pick Up And Haul[/i] (optional; installed separately). If you already use PUAH, you want this mod too.
"But my pawns are walking farther!"
Yes. A slightly longer journey now to avoid a [i]much[/i] longer journey next time.
footer: |-
[h1]Compatibility[/h1]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1561769193][i]Common Sense[/i][/url]? Yes. (I prevent incompatible settings from being on at the same time.)
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896][i]LWM's Deep Storage[/i][/url]? Yes. But off by default for [i]Opportunities[/i] because storing items takes time.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2341486509][i]Perfect Pathfinding[/i][/url]? Yes, both of our "Pathfind" settings should be compatible.
[i]@Modders:[/i] You can set your JobDef to <allowOpportunisticPrefix>[i]true[/i]</...>. This is a vanilla feature.
[h1]Performance[/h1]
Vanilla's opportunistic hauling was well-optimized for performance, which this mod painstakingly preserves in its enhancements.
Likewise we aggressively cache all haul destination lookups for all features, even base Pick Up And Haul.
[img]https://i.imgur.com/NXaruPi.png[/img]
[h1]Troubleshooting[/h1]
• Enable [i]Draw colored path detours[/i] in settings.
• Pay attention to job descriptions, is it "on the way to" or "closer to"?
([url=https://steamcommunity.com/sharedfiles/filedetails/?id=826998327]Moody[/url] can display them all.)
• Remember you can disable features without restarting.
{fix.wyup}
[h1]History[/h1]
I intended to [url=https://gist.github.com/CodeOptimist/5a740dd803fc370ec43f22ffa8bc953d#file-utils-cs-L48]fork[/url] the original [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1544626521]While You're Up[/url], until I saw [url=https://github.com/CodeOptimist/rimworld-jobs-of-opportunity/blob/29391b0a075a1dd77d4788777b0137e26390328c/Source/Patch_TryOpportunisticJob.cs]RimWorld 1.0 added it[/url]. This mod improves vanilla's integration, and so is a spiritual successor to the original [i]While You're Up[/i] 💜.
v1_0_0: |
[u]Opportunistic hauls[/u]
Vanilla has support for opportunities, but with limitations: haulable near your [b]start[/b] position, and storage near your job.
We prefer these, but drop them as requirements to include hauls along the path.
v1_1_0: |
We skip opportunities when bleeding or forming a caravan.
v1_4_0: |
Modified to grab only surrounding things whose unload path is also opportunistic.
v2_0_0: |
[u][i]Pick Up And Haul+[/i]: Better unloading[/u]
We enhance all inventory hauling by unloading only once at each storage destination, in closest order.
We cache haulable destinations to improve performance.
v2_3_0: |
[u]Storage building filters for mod compatibility[/u]
Permit or deny for any storage building through settings, or leave automatically managed with mod updates.{is_steam?=
[img]https://i.imgur.com/BIDFkJk.png[/img]
}
v3_0_0: &v3_0_0 |-
Modified to grab extra things headed to the same storage (when higher priority) unless bleeding.
Grab extra supplies & ingredients headed to the same storage (when equal priority).
# https://app.code2flow.com/flowcharts/5f56f00cadae889d9e80df8f
features: |-
{v2_0_0}
{v1_0_0}
{v1_1_0}
[i]Pick Up And Haul+[/i]
{v1_4_0}
[u]Haul extra supplies & ingredients closer[/u]
If hauling resources to storage would bring them closer to their job, do that first (grabbing extra).
{is_steam?=
[i]Your builder will never again cross the map to retrieve a [b]single[/b] component.[/i]
[img]https://i.imgur.com/7O9IcfD.png[/img]
}
[i]Pick Up And Haul+[/i]{v3_0_0}
{v2_3_0}
updates:
- at: 1.0.0
desc: |-
{v1_0_0}
• Triggers [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058][i]Mehni's[/i] Pick Up And Haul[/url].
Haul extra construction supplies closer
If hauling supplies to storage would bring them closer to their blueprint, do that first (grabbing extra).
- at: 1.1.0
desc: |-
{v1_1_0}
• Updated [i]Haul extra resources[/i]
Now works as expected: instead of denying the inefficient supply job so [i]some[/i] hauler [i]eventually[/i] hauls, the builder themselves will.
- at: 1.2.0
desc: |-
• Hauls are substantially improved on the default "recommended" setting. No longer should distant wood cut or metal mined be neglected.
(I've integrated the very last vanilla pathing check into this mod's magic.)
• Setting tooltips updated with detailed descriptions.
- at: 1.4.0
desc: |-
Pick Up And Haul+: Opportunities
{v1_4_0}
- at: 1.5.0
desc: |-
• New job descriptions.
• Added [i]Enabled[/i] setting for troubleshooting without restarts.
• Improved settings and descriptions.
- at: 1.5.1
credit: '"Saken" https://steamcommunity.com/id/SakenW '
desc: |-
• Compatibility with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1233893175][i]KV's[/i] Infinite Storage[/url]: [i]Haul extra resources[/i] should now work instead of looping on storage and retrieval.
- at: 1.6.0
desc: |-
Haul extra bill ingredients closer
If hauling ingredients to storage would bring them closer to their workbench, do that first (grabbing extra).
- at: 1.6.1
credit: Gwyndolin-chan#8975
desc: |-
• Fixed [i]Haul extra ingredients[/i] to no longer cause "Standing" loop when incapable. (Missed a basic check vanilla already did in the [i]Haul extra supplies[/i] scenario.)
- at: 1.6.2
credit: Just#1021
desc: |-
• Fixed [i]Haul extra resources[/i] to no longer cause "Standing" loop when ingredient is in a pawn inventory. Fixes surgery with [i]Smart Medicine[/i], compatibility with [i]Build From Inventory[/i], and others.
- at: 2.0.0
credit: Kellogg''s#0574
desc: |-
{v2_0_0}
• [i]Haul extra resources[/i] will trigger more often:
- Fixed hauling from existing storage, not just un-stored.
- New [i]from same-priority storage[/i] setting.
- Checks closest storage (to destination, not thing) for closeness to destination.
# wrapping issues in HugsLib news from e.g. "Prefix " instead of "Prefix"
- at: 2.0.0
desc: |-
• Added job reports for [i]Haul extra resources[/i] and efficient unloading.
• Updated [i]Draw pawn detours[/i] to include resource hauls (magenta & cyan).
• Updated for RimWorld 1.3.
- at: 2.1.0
desc: |-
• Improving storage mod compatibility:
- A̶d̶d̶e̶d̶ ̶"̶S̶t̶o̶c̶k̶p̶i̶l̶e̶s̶ ̶o̶n̶l̶y̶"̶ ̶s̶e̶t̶t̶i̶n̶g̶ ̶(̶o̶n̶ ̶b̶y̶ ̶d̶e̶f̶a̶u̶l̶t̶)̶.̶
- Switched to vanilla-style settings window (future room for a storage building allow-list).
• Setting for [i]Draw colored path detours[/i] is now saved.
Try it out, it's fun! See tooltip for description.
- at: 2.1.1
credit: '"FeistyTroglodyte" https://steamcommunity.com/profiles/76561198110437158 '
desc: |-
• Fixed hauling loop issue with PUAH, chunks, and multiple dumping stockpiles.
- at: 2.1.2
credit: '"Macbuk" https://steamcommunity.com/id/macbuk '
desc: |-
• Fixed inventory hauling check to work with non-Pawns (e.g. [i]Misc. Robots[/i] mod).
- at: 2.1.3
credit: '"Kosh" https://steamcommunity.com/profiles/76561197971649772 '
desc: |-
• Fixed [i]Extra resource[/i] hauls occasionally being recalculated many times in 1 tick.
- at: 2.1.4
credit: '"IcePlum" https://steamcommunity.com/id/thispagesucks '
desc: |-
• Fixed recent "̶S̶t̶o̶c̶k̶p̶i̶l̶e̶s̶ ̶o̶n̶l̶y̶"̶ ̶s̶e̶t̶t̶i̶n̶g̶ accidentally applying to all inventory hauling (PUAH).
• Clarity improvements to mod settings dialog.
- at: 2.3.0
desc: |-
{v2_3_0}
Skip opportunities when forming a caravan.
- at: 3.0.0
v3_0_0_nested: !join [ "\n - ", !split [ "\n", *v3_0_0 ] ]
desc: |-
BUG FIXES & UI UPDATE
• Opportunities
- Now prefer storage (of highest priority) closest to job, not to thing.
- Added stockpile checkbox and building filters.
- New job report: "on the way to [TARGET]"
• Supplies & Ingredients
- Added stockpile checkbox.
- New job report: "closer to [TARGET]"
- Pick Up And Haul+:{v3_0_0_nested}
• Pick Up And Haul+:
- Fixed unloading storage choice to match calculation for haul.
- After closest storage, will unload by thing category like original PUAH.
- Improved performance by caching haulable destinations.
• Redesigned settings dialog.
• Put job strings in XML for easier translation.
• Many code quality improvements that made all of this much easier.
- at: 3.0.1
desc: |-
• Renamed mod to ^ from: Jobs of Opportunity (While You're Up)
- at: 3.0.2
credit: ' "tuk0z" https://steamcommunity.com/profiles/76561198827752749 '
desc: |-
• Fixed a v3.0 crash related to storage capacity with PUAH.
(I was making PUAH cache haul destinations where it shouldn't: in a loop!)
- at: 3.1.0
credit: '"Seriously Unserious" https://steamcommunity.com/profiles/76561198089138903 '
desc: |-
• Improvements for non-[i]Pick Up And Haul[/i] users (PUAH is too complex for these)
- Only haul an ingredient to storage if there are extras
- Only haul a construction supply to storage if there are extras
- Haul largest nearby supply stack instead of absolute closest
- at: 3.1.1
desc: |-
• Fixed [i]Haul extra supplies[/i] accidentally disabled since v2.1.3.
- at: 3.1.2
credit: '"SetArk <Nyanverick 07>" https://steamcommunity.com/profiles/76561198000445040 '
desc: |-
• PUAH unloading
- Fix potential [i]IndexOutOfRange[/i] error; performance improvement.
- at: 3.1.3
credit: '"tuk0z" https://steamcommunity.com/profiles/76561198827752749 '
desc: |-
• A simpler, more complete fix than v3.0.2 for a PUAH-performance-boost related crash.
- at: 3.1.4
desc: |-
• Fixed [i]Haul extra supplies[/i] to check incapable of [i]dumb labor[/i] etc.
(Like [i]opportunities[/i] and [i]ingredients[/i].)
- at: 3.2.0
desc: |-
Features
• [i]Pathfinding[/i] option added to settings (off by default).
Fixes
• Performance improvements to [i]Opportunities[/i].
• Skip opportunities when gathering animals (not just items) for a caravan.
• Mods which patch [i]ThingFilter[/i] at startup will no longer break WYU settings window.
- at: 3.2.1
credit: '"Fletcher" https://steamcommunity.com/id/iamfletcher2 '
desc: |-
• Fixed hauls "on the way to" workbenches to use first ingredient location!
- at: 3.2.2
credit: '"renegade_sock" https://steamcommunity.com/id/renegade_sock '
desc: |-
• Fix for a variety of bad "on the way to" hauls from a stupid mistake in v3.2.1 (Oct 24th).
- at: 4.0.0
desc: |-
v4 [b]GET THE HECK TO WORK[/b] EDITION
[i]Hauling fixes[/i]
• Fixed chains of opportunity -> unload -> opportunity.
• Also fixed back-to-back opportunistic hauls.
• By default, perform a final pathfinding check: if it fails, no opportunity.
(Never a bad haul again; mountain bases rejoice!)
• During unloading, if our cell became occupied and the next is too far, drop items. (Rare. Better than alternatives.)
• Prefer stockpiles not closest to [i]thing[/i] (pre-v3), not closest to [i]job[/i] (pre-v4), but closest to [i]midway[/i] between thing and job!
[i]Other[/i]
• Major reorganization and documentation improvement of entire codebase.
• Added "Make colony (While You're Up)" to [i]Debug actions menu: Autotests[/i] (save your game first).
• Better debug visualization of pawn detours. Enabled from options.
• New dedicated "Hauls of Opportunity: Advanced Settings" tab with colors, arrows, and thorough explanations. You won't need it, but it's beautiful!
• Performance improvement and simplification from reduction in unnecessary object-oriented-ness.
• Performance improvement from using `DistanceToSquared` in some places.
[i]As my final act before retiring from RimWorld, possibly the last you'll hear from me: I want to share my journey from depression to an overwhelmingly fulfilling life. I can't guarantee it will help, but I can promise it's a route unlike anything you've ever read, and the only one that would have ever helped me escape:[/i] Read my writings at WEIRDIST.COM. Thanks everyone. <3 -Chris
- at: 4.0.1
credit: ' "Madman666" https://steamcommunity.com/profiles/76561198089237221 '
desc: |-
(June 5th) Fixed errors when loading a save with in-progress inventory hauls.
- at: 4.0.2
credit: ' "Nexie" .mantid '
desc: |-
(June 8th) Fixed cancelled jobs from repeating on the same tick.
- at: 4.0.3
credit: kilowatt#1393
desc: |-
(June 26th) Fixed error when pathfinding to an animal's inventory.
- at: 4.0.4
desc: |-
• Fixed an oversight in the handling of [i]Common Sense[/i] mod compatibility that caused pawns to loop while "Efficiently unloading".
• Bleeding pawns will no longer haul extra [i][b]non[/b]-resources[/i] "closer to" a job.
(Described in the [i]Pick Up And Haul+[/i] tab in mod settings.)
If willing, please report issues immediately via Discord link here ↗ or in Mods menu.
start: '#dcffaf' # light green
haulable: '#87f6f6' # light blue
job: '#d46f68' # light red
storage: '#d09b61' # light orange
gray: '#999999'
keys:
- PickUpAndHaul_Missing: Pick Up And Haul is not installed
- PickUpAndHaul_Tooltip: PUAH is optional, but will be enhanced if installed.
- Opportunity_LoadReport: '{{ORIGINAL}} on the way to {{DESTINATION}}.'
- Opportunity_UnloadReport: 'Efficiently {{ORIGINAL}}, on the way to {{DESTINATION}}.'
- HaulBeforeCarry_LoadReport: '{{ORIGINAL}}, headed closer to {{DESTINATION}}.'
- HaulBeforeCarry_UnloadReport: 'Efficiently {{ORIGINAL}}, closer to {{DESTINATION}}.'
- PickUpAndHaulPlus_LoadReport: '{{ORIGINAL}}.'
- PickUpAndHaulPlus_UnloadReport: 'Efficiently {{ORIGINAL}}.'
- Opportunity_Tab: Hauls of Opportunity
- Opportunity_Intro: |-
<color={gray}>"</color><color={haulable}>... on the way to ...</color><color={gray}>"
Hauling on the way to a job is a vanilla feature, hence generally compatible with all mods. Some storage mods use delays, so are disallowed by default.
We skip opportunities when bleeding or forming a caravan.</color>
- OpportunityAdvanced_Tab: Advanced Settings
- OpportunityAdvanced_Text1: |
Vanilla, Default, Pathfinding<color={gray}>: Maximum distance ratios (see tooltips).</color>
- OpportunityAdvanced_Text2: |
Vanilla<color={gray}>: Maximum distances/ratios to limit opportunities in exchange for performance.</color>
Default, Pathfinding<color={gray}>: Soft limits used as a performance heuristic.</color>
- OpportunityAdvanced_Text3: |
Vanilla only<color={gray}>: Maximum region-look count (faster than pathfinding but variable distance—see tooltip).</color>
- HaulBeforeCarry_Tab: Supplies & Ingredients
- HaulBeforeCarry_Intro: |-
<color={gray}>"</color><color={haulable}>... closer to ...</color><color={gray}>"
A pawn will find the closest resource, which is sometimes awaiting delivery to storage near our job site. By doing that first, our pawn can grab extras.</color>
- HaulBeforeCarry_EqualPriority: |-
<color={gray}>If a resource is already in storage, our pawn won't save a trip for a dedicated hauler, but can still grab extras that expedite their future work.</color>
- PickUpAndHaulPlus_Tab: Pick Up And Haul+
- PickUpAndHaulPlus_Text1: |-
Enhancements & Integrations
- PickUpAndHaulPlus_Text2: |-
Pick Up And Haul
<color={gray}>Pawns will unload once at each destination, in closest order.
Haulable destinations are cached to improve performance.</color>
{Opportunity_Tab}
<color={gray}>Gathering and unloading a pawn's entire inventory will never exceed the criteria for "opportunistic".</color>
{HaulBeforeCarry_Tab}
<color={gray}>Pawns hauling extra supplies or ingredients to closer storage will also grab non-resources, unless bleeding.</color>
- Debug_CellOccupied: Cell occupied
- Debug_TooFar: Too far
- Debug_Dropping: Dropping
# settings
- Label_Enabled: Enabled
- Tooltip_Enabled: |-
Toggle entire mod without restarting.
Useful for troubleshooting.
- Label_UsePickUpAndHaulPlus: Use & improve Pick Up And Haul
- Tooltip_UsePickUpAndHaulPlus: Details in tab when enabled.
- Label_DrawSpecialHauls: Draw colored path detours
- Tooltip_DrawSpecialHauls: |-
Original job paths are red, new opportunistic paths are green.
Original ingredient/supply paths are magenta, new optimal paths are cyan.
Yellow paths are rejected, inopportune unloading alternatives when original cell has become occupied.
(This is sync'd to vanilla's [i]Development mode → inspector icon → Visibility → Draw Opportunistic Jobs[/i].)
- Label_Opportunity_PathChecker: Path checking
- Tooltip_Opportunity_PathChecker: |-
Our default is performant, but impassable walls and locked doors are ignored until a final check—which means no opportunity if it fails. These circumstances are less common with an open base.
"Pathfind during search" is slow, but guaranteed to find an opportunity if it exists. Recommended for small colonies, fast machines, or those desperate for hauls in a mountain base.
- Label_Opportunity_PathChecker_Vanilla: "Within ranges & region count (vanilla)\nFPS: ★★★★ Opportunities: ★☆☆☆"
- Label_Opportunity_PathChecker_Default: "Pathfind once after search (default)\nFPS: ★★★☆ Opportunities: ★★★☆"
- Label_Opportunity_PathChecker_Pathfinding: "Pathfind during search\nFPS: ★☆☆☆ Opportunities: ★★★★"
- Label_Opportunity_TweakVanilla: Show advanced opportunity settings tab...
- Tooltip_Opportunity_TweakVanilla: ~
- Label_Opportunity_MaxStartToThing: <color={start}>start</color>➡<color={haulable}>haulable</color>
- Tooltip_Opportunity_MaxStartToThing: |-
If (<color={start}>start</color>➡<color={haulable}>haulable</color>) exceeds this value, the haul is disqualified.
"Start" is the pawn's starting location,
If a haulable is farther from the pawn's starting position than this, the haul is disqualified.
- Label_Opportunity_MaxStoreToJob: <color={storage}>storage</color>➡<color={job}>job</color>
- Tooltip_Opportunity_MaxStoreToJob: |-
If (<color={storage}>storage</color>➡<color={job}>job</color>) exceeds this value, the haul is disqualified.
If a haulable's storage is farther from the pawn's ending position than this, the haul is disqualified.
- Label_Opportunity_MaxStartToThingPctOrigTrip: "<color={start}>start</color>➡<color={haulable}>haulable</color> : <color={start}>start</color>➡<color={job}>job</color>"
- Tooltip_Opportunity_MaxStartToThingPctOrigTrip: |-
If (<color={start}>start</color>➡<color={haulable}>haulable</color> / <color={start}>start</color>➡<color={job}>job</color>) exceeds this percentage, the haul is disqualified.
- Label_Opportunity_MaxStoreToJobPctOrigTrip: "<color={storage}>storage</color>➡<color={job}>job</color> : <color={start}>start</color>➡<color={job}>job</color>"
- Tooltip_Opportunity_MaxStoreToJobPctOrigTrip: |-
If (<color={storage}>storage</color>➡<color={job}>job</color> / <color={start}>start</color>➡<color={job}>job</color>) exceeds this percentage, the haul is disqualified.
- Label_Opportunity_MaxNewLegsPctOrigTrip: "<color={start}>start</color>➡<color={haulable}>haulable</color> + <color={storage}>storage</color>➡<color={job}>job</color> : <color={start}>start</color>➡<color={job}>job</color>"
- Tooltip_Opportunity_MaxNewLegsPctOrigTrip: |-
This is a ratio of the "additional legs" of the new trip to the original trip.
- Label_Opportunity_MaxTotalTripPctOrigTrip: "<color={start}>start</color>➡<color={haulable}>haulable</color>➡<color={storage}>storage</color>➡<color={job}>job</color> : <color={start}>start</color>➡<color={job}>job</color>"
- Tooltip_Opportunity_MaxTotalTripPctOrigTrip: |-
This is a ratio of the new trip to the original trip.
- Label_Opportunity_MaxStartToThingRegionLookCount: <color={start}>start</color>➡<color={haulable}>haulable</color>
- Tooltip_Opportunity_MaxStartToThingRegionLookCount: |-
To understand this, enable [i]Development mode → inspector icon → Visibility → Draw Regions[/i].
Exploration begins from the start region spreading out to all neighbors until encountering the destination region. This setting caps the total number explored - even those in the wrong direction.
It can't be calculated perfectly from distance, as regions will vary in size and neighbors. (A corridor has only forward and back, so they're explored further.)
But in a completely open field, if a pawn must travel the distance of n=3 full-sized 12x12 regions (~36 tiles), the algorithm will explore 2(n^2+n)+1 or 25 regions.
- Label_Opportunity_MaxStoreToJobRegionLookCount: <color={storage}>storage</color>➡<color={job}>job</color>
- Tooltip_Opportunity_MaxStoreToJobRegionLookCount: "{Tooltip_Opportunity_MaxStartToThingRegionLookCount}"
- Label_Opportunity_ToStockpiles: Stockpiles
- Tooltip_Opportunity_ToStockpiles: ~
- Label_Opportunity_AutoBuildings: Edit manually (won't update with mod)
- Tooltip_Opportunity_AutoBuildings: ~
- Label_HaulBeforeCarry_Supplies: Haul extra construction supplies closer
- Tooltip_HaulBeforeCarry_Supplies: ~
- Label_HaulBeforeCarry_Bills: Haul extra bill ingredients closer
- Tooltip_HaulBeforeCarry_Bills: ~
- Label_HaulBeforeCarry_ToEqualPriority: Haul extra resources closer from same-priority storage
- Tooltip_HaulBeforeCarry_ToEqualPriority: ~
- Label_HaulBeforeCarry_ToStockpiles: "{Label_Opportunity_ToStockpiles}"
- Tooltip_HaulBeforeCarry_ToStockpiles: ~
- Label_HaulBeforeCarry_AutoBuildings: "{Label_Opportunity_AutoBuildings}"
- Tooltip_HaulBeforeCarry_AutoBuildings: ~