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Topics - FrozenSnowFox

#1
In the process of working on a new mod I discovered that you can't use decimals in the cost list for items such as apparel/weapons.  Since gold is a small volume material you would need to write 0.1 for 10 gold.  Attempting to do so however generates an error "cost in Gold is zero".  Interestingly while item costlists generate errors when using decimals recipedefs do not.  The vanilla game itself even does this with the recipedef for advanced components where it requires 0.3 gold.

If possible could you please have the cost list take small volume materials into account and allow decimals so its not necessary to use a workaround by making a recipedef?
#2
While working on my bionics mod I discovered some bionics which look like they might have the wrong parentdef for their HediffDef and RecipeDef.  The Detoxifier Stomach I'm fairly certain is a bug.  As it has an efficiency of 1.25 listed in its files but upon installing it in game it does not get the efficiency bonus.  Most likely because it's recipe installs it as an implant rather than a body part.  I looked over the file and below is a list of what I believe might be errors.

Detoxifier Stomach
- It's hediff uses ImplantHediffBase which is for implants but its install recipe uses SurgeryInstallBodyPartArtificialBase which is for body parts. It's part efficiency is listed as 1.25 but upon install it does not receive this bonus most likely because it's hediff is listed as an implant.

Nuclear Stomach
- It's hediff uses AddedBodyPartBase which is for body parts but its install recipe uses SurgeryInstallImplantBase which is for implants.

Gastro Analyzer
- It's hediff uses AddedBodyPartBase which is for body parts but its install recipe uses SurgeryInstallImplantBase which is for implants.

Aesthetic Nose
- It's hediff uses ImplantHediffBase which is for implants but its install recipe uses SurgeryInstallBodyPartArtificialBase which is for body parts.
#3
Some monument quests require you to keep the building and protect it for x days.  Upon completing one of these the game framerate drops immensely.  On a clean game with default settings without mods the game runs 120 fps on 3 speed.  After building the monument it runs 18 fps on 3 speed and sticks around that.  Using dev mode to end the quest fixes the issue skyrocketing the framerate back up to 120 fps on 3 speed.

I've encountered this issue numerous times in my main game with mods.  I've tried saving, loading and ending the quests with dev mode.  I've found whenever the monument is in a "must be protected" state it causes the framerate to drop massively.

To reproduce the bug start a clean game. Generate a monument protection quest with 4000 points.  Place the marker and use dev mode to finish the monument.  Upon being completed it should enter the protect phase and cause the framerate to drop.

Below is a link to the save I made to test the issue.  The monument is completed and in the protection phase.
https://www.dropbox.com/s/qdyg4bw3p9d3drt/Monument%20Bug%20Save.7z?dl=0
#4
For anyone wondering I locked the topic since I no longer need it.  The forum moves a lot slower than I expected.  I rebalanced everything and uploaded it to the workshop here.



Preview Pic

This mod adds a new building resource called Polymer.  It's extremely lightweight, very delicate, cheap to produce and extremely fast to setup once produced.  The idea of this material is to make it easy to setup temporary mining bases or outposts.  Normal materials are extremely heavy and take a fairly long time to build.  With Polymer you can carry all the resources you need for construction and get a base up and operating within a day.  Since its a new resource you can build everything with it walls, floors, chairs, beds, worktables ect.

To make Polymer you need to research it.  You can craft it at a machining table at the cost of 5 steel for 50 polymer.

Right now I'm interested in a bit of feedback.  I'd like to know what people think of the concept, if its balanced and if I even named it properly (Polymer is the right word right?).  When I'm done I'll probably upload it to the steam workshop with the rest of my mods.  This version isn't really intended for playing, until its on my workshop profile I'm going to say there's a chance I might change something that will break saves.

[attachment deleted by admin due to age]
#5
If you cleverly use the terrain to fight manhunter animals one at a time like at doorways like this the framerate will nosedive.  I believe this has to do with the animals all trying and failing repeatedly to path to a position they can attack colonists from.

Animals incapable of attacking should run around the area wildly.  Maybe they should start attempting to smash down nearby walls to get to colonists instead of waiting for their turn at the doorway.

This can be reproduced easily by building a small enclosure with a single tile opening.  Position 3 pawns in front of the opening so no tile is unoccupied preventing animals from pathing inside.  Then simply activate an animal pulser to drive all animals on the map insane.

Here's a save file all setup.  The more animals that stack up outside the worse the framerate gets.
#6
Every item that can be produced at a crafting spot can be produced at another more advanced production bench.  All except for smokeleaf joints which can only be produced at crafting spots.

Could you please make it so smokeleaf joints can be produced at drug labs.  It's rather silly and annoying to need to use a crafting spot when you have more advanced production methods.
#7
When generating a raider base it does not take into account the map terrain.  This leads to weird issues where half a raiders crops are unplanted due to stone ground or abandoned buildings or water get in the way.  Attached are two example pictures.  I imagine this might be an issue with spawning other map types as well but its most noticeable on raider bases.

Considering the player never actually sees the map until its loaded in a simple solution would be to forcibly clear the area where the compound will be created to prevent obstructions and other weirdness.

Please ignore the holes in the walls in the second picture.  That was me checking the interior spawning, I forgot to make the screenshot before I did that.

Pictures of the issue