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Messages - bomberchibbi

#1
you could make a forbid zone along the path that the bullet travels so that they have to repair it from the outside
#2
Hi Dubwise, nice to see the ongoing development :). I really like your approach of more gamy, less simmy turrets, you could also make one upgrade that lets you adjust them the old way, so that the guys that like to fiddle with it still keep the simmy feeling without you having to do extra work
#3
Hi Spdskatr, I love your mod and have gone ham automatizing my base :). I have a problem though with some buildings that needs actual loading, like rimatomics generators, could you include a hopper for loading and unloading a building? That would be really awesome and pretty much the last step for a fully automated factory.

There's one more thing I'd like to add, maybe I'm doing it wrong, but I can't get the feeder box to work properly with a puller,    I have it setup like this:


Storage zone <- puller (to pull of milk that slipped on the feeder) <-feeder <- puller that pulls hay from a quantum storage. I can pull off the milk but the second puller won't pull the hay onto the feeder, is that some kind of bug, or am I doing something wrong? Has anybody gotten that setup to work?
#4
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
January 29, 2018, 06:55:31 PM
Hi Fluffy, first of all thanks a lot for all the great mods, I couldn't imagine playing rimworld without some of those :). I have a request that I'd love to see added and maybe if you get around to it you could consider it. Could you add prisoners to you manager mod? I like to harvest their organs and train medical skills on them and its somewhat tedious to set all of that up after a big raid, so maybe you could integrate that in the manager.

If it helps I could make a complete mockup for that window (including food restriction and some other small stuff).
#5
Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)
#6
Hm I'm playing for more than a day now and still every tradeship arriving doesn't have the button, I can see the symbol on caravans though. Just for clarification, are caravans supposed to have a button, too? I just see the autoseller icon and some of the items I defined are already set to sell them to the caravan.
#7
Releases / Re: [A15] RT Mods - A15 is here! (30.08.16)
September 01, 2016, 09:30:38 AM
Hi Ratys,

I really love your Quantum stockpiles and I just recently fullyy understood how they work :). One thing I would like to be able to make that isn't possible as of yet is a field where crops are pulled automatically. This is currently impossible since growing and storage zones can't overlap and quantum storages just pull goods from stockpiling zones. Would it be possible to have an option to enable them pulling items from their list in their working radius, even if there is no stockpiling zone?

like this:

x x x
x x x
x x x

- green indicating a growing zone
- red indicating a small quantum stockpile with storage zone placed on top of it

If you could include that feature that would make the qs mod perfect for me. another maybe standalone modidea would be to have more priority levels for storage zones, similar to what fluffy does with his worktab mod. Also another Idea I had in my mind would be if it is possible to add qs only priorities, since currently you have to make the storage inaccessible for pawns for it to work properly on more complex chains. What you could have would be something like a priority that is called "qs-low"
or even better with numbers "qs-9". Pawns wouldn't touch those storage zones so they don't mess up your chains and normal priorities would be used by both pawns and qs chains normally.

I hope you like some of those ideas

greets bomber
#8
I also had that bug where the robots sometimes stopped working. They needed a handrestart then and lost the area setting, is that bug already known, or is it something new?
#9
Hi Supes,

I'd really love to use your mod, but I can't get it to work properly, I tried the following so far:

-loading it as first mod with no other mods that affect trade ships enabled (with both def option on and off)
     -> no autosell button
-loading it with another tradeship mod on -> before the other mod and after (with both def option on and off)
     -> no autosell button
-loading it last (with both def option on and off)
     -> no autosell button

This should cover pretty much every combination there is. The only thing I can think of is that a mod adds some special trader and the mod can't handle it, is that a possibillity?

greets

Bomber
#10
I think it was rather because of one mod that adds plants that can be grown into steel and the vanilla ressources, I already suspected that not every trader has copper, but the chance of none having it during a several days irl span is rather small. The new colony I started without that mod now also has copper on vendors :)
#11
Hi Cupro,

I am using your core mod and bulk traders used to sell copper. However They don't seem to offer copper anymore, is that intended, a bug on my side, or is something buggy in the mod? (I don't get any error messages when starting the game)
#12
Hi,

I just wanted to report what is a bug imo. I have a setup, where several industrial coolers cool a room to -20°C, in that same room I have several intakes, then followed by a pipeline to a 8x5 room, which is supposed to be cooled. If I attach a smart outlet to the line (all set to lower) the temperature starts going crazy and the network temperature jumps to 20-21°C. If I however attach a "dumb" outlet, the temperature falls to -32°C, which is lower than the intake temperature. I'm on a temperate planet, outdoor temp is 24°C and room temperature of all adjacent rooms is similar, the rooms are also all sealed with doors. Atm I for the love of god can't figure out how this mod calculates temperatures, nor can I establish the temperature I want. I watched the tutorial video, made sure it's all connected to the same line and also that there are enough intakes. The room I want to cool Is not too spacious either (8x5). So is there something funky with the mod at the moment, or may I be doing something wrong? (everything is powered when this occurs ofc)

#13
Hi Fluffy,

Thanks a lot for all the great mods, I really enjoy them a lot (especially the manager). I hope this is the right place for suggestions, too. My suggestion/wish is this: Could you add a tab to the manager for dealing with surgeries and medicine in general? I like harvesting prisoners organs and saving escape pod survivors and for both I have to setup the same options over and over. For the prisoners one always has to set them from no medicine to herbal medicine and set up the surgeries. For the survivors they always have to be set to herbal medicine, too. Since I am not a modder I could only work out some possible conditions like "skip organ in bill if patient couldn't survive" and a possible "complete bill first" to make automated maximum efficiency surgeries possible. If you'd be interested I could give you more Info on what I thought out so far.

greets

Bomber