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Messages - Akyla

#16
Quote from: Skissor on April 21, 2015, 05:47:32 AM
I think when colonists register the pathway they only calculate the distance radius, and not the actual pathway they have to take around walls etc.

It's similar with every other thing they haul/use.

Not as far as I noticed.

Even if they come from the right direction, half the time my colonists will still decide to walk all the way to the other side.
#17
General Discussion / Re: Thoughts on 10c
April 20, 2015, 05:42:06 AM
Quote from: De1ta on April 19, 2015, 03:49:02 PM
The work schedule is great.  I'm not going to lie, when I saw the joy system, I thought "Great, now my colonists will be even less productive."  However, the way you've implemented it is great, and the work schedule makes managing large(r) colonies way, way easier.

I feel exactly the same.

I find that the joy system really brings the colony alive from the ant-hive it has been thus far. And yet it doesn't make the colonists inefficient, which was my worry before trying it. The work schedule is great as well, as the scheduling makes the colony function more smoothly.

WISH: To plan specific tasks in the work schedule.
Especially hauling often requires micromanaging. If I make hauling too high a priority, my colonists will drop everything every time a crop is harvested, or some ore has been mined. If I make it a lower priority, the crops will be left to spoil. Leaving a single colonist to do the hauling can cause him to get stuck going back and forth with small stacks of crops and the like. So occasionally, I will put most on my colonists on hauling duty. Would be great if I can put this in their work schedule by default.
#18
Anybody try version 9 with Alpha 10?

Just rolled a depressive, trigger-happy psychopath...
#19
Quote from: Darkhymn on March 13, 2015, 12:35:17 AM
I found out last night that apparently the steel and plasteel aren't ores at all, but collapsed and compacted ancient structures. It's in the info tabs for the mineable compacted metals. Even in that context it's a bit flimsy and messes with my suspension of disbelief, but at least there is a lore explanation for it.

Flimsy??

Have you noticed how often stuff comes falling out of the sky?
Now imagine how that would accumulate over hundreds of years...

:P
#20
See the code I posted above, this is the entire entry defining the effect of the ear implant. The part

    <actMods>
     <li>
      <activity>Hearing</activity>
      <offset>0.2</offset>
     </li>
    </actMods>

was changed.

This needs to be done once for each new implant. Find+replace for each file and you're done - but since I can't open it in Word I had to do it manually and it took just a bit longer.
#21
I have no modding experience, but the changes work.

You can fix the problem quite easily; Find the HediffDefs folder, which has two files. In each file, change each "activities" to "actMods" and "changeBy" to "offset".
#22
First of all, great Mod!

However, I noticed the additional (non-vanilla) implants don't provide any bonuses in the latest version.
I then compared the mod files in the "HediffDefs" folder with another implant-mod and noticed that there were two differences:
<activities> vs <actMods>, and
<changeBy> vs <offset>

I changed both, after which the bonuses were applied successfully:

<HediffDef ParentName="AddedBodyPartBase">
    <defName>BionicEar</defName>
    <label>bionic ear implant</label>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicEar</spawnThingOnRemoved>
    </addedBodyPart>
  <modifiers>
    <actMods>
     <li>
      <activity>Hearing</activity>
      <offset>0.2</offset>
     </li>
    </actMods>
  </modifiers>
</HediffDef>
#23
I always go for a mountain base as well. While excavating your highly secure living space, you also get piles of resources. These are already at your base, so no hauling required either! Plus beautiful stone floors with only some smoothing work.

To make it more interesting to live outside the mountain, excavating would need to be considerably more difficult. At the same time, mining should give higher yields of steel etc and stonecutting more blocks. That way, obtaining enough resources does not mean excavating half the mountain. That would just leave the annoying sieges... too bad you can't build a properly reinforced roof...
#24
He has:


Dec 16
Rebalanced gold and silver ore commonality, pawn skill gain and loss rates, item creation quality from creator skill.
Added post-process curve to reduce prices traders will pay for very expensive items.
Rebalanced parkas so they reduce work speed.
Cremation is now a hauler job.
Mood now affects work speed.