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Messages - madpluck

#16
Evul I don't think the moddb link in the first post is updated for Alpha 4. Is that on purpose so people can still use the old version with Alpha 3?
#17
Bugs / [W|Alpha 4] Infinite Meal Production
June 02, 2014, 11:11:41 AM
Summary - My chef seems to make meals ad nauseum. In the screenie you can see that I've set the production to "Do until you have X" but she seems to just make them and make them and make them until she runs out of the materials for it! (17 simple meals but she's only supposed to keep 3 on hand)
It wasn't happening when I had only one bill in the cookstove, but once I added lavish meals she started to produce all meals as many times as she could unless they were suspended (even though the UI displayed the bill as red/grayed out because there were enough of them).

Expected Results - I expected the chef to stop cooking when the number set by the bill had been reached.

Actual Results - She kept cooking until she ran out of ingredients or I suspended the bill.

Notes - I do have the Wood Economy tweak enabled (but that only adds the wooden chair), and it's on ItchyFlea's Fertile Plains map (updated for Alpha 4), but I'm assuming neither of those would affect bill-based production in this case.

Attachments - screenie and savegame.
EDIT: ugh had to try different compression formats to get the savefile under 300

UPDATE: (sorry for all the changes!) Just watched my chef do some more cooking. She spammed lavish meals (13), and the bill was never red/grayed out, despite being way over the "do until you have" limit. I expanded the stockpile you see in the picture to accommodate more meals, and now that there are enough spaces for the "Until you have X" limit, the bill is correctly red/grayed out. So I guess it has to do with stockpile availability! With no proper place to stash the meals, colonists will continue to pump out an infinite number of meals?

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#18
Great job on the quick update! Do you have any plans to offer the maps as separate mods again? I really like the FP Valley, but if I just delete all of the other MapGeneratorDefs in the mod folder, I just get a map with no side mountain for some reason. o.O

EDIT: Huge lie. Just tried a couple more times and eventually got a FP Valley map!
Looks beautiful and spawns with all of the trees and none of the sand!
#19
Quote from: Architect on April 12, 2014, 05:43:08 AM
Do people feel that an update is necessary right away, or would some of you guys mind waiting until later today or possibly even tomorrow?

Well I can wait but I'm currently playing without the mod because I need those sunlamps for my indoor farms! Or are they accidentally locked with one of the added research-lines?
#20
Outdated / Re: [MOD] (Alpha 3) Antelopes
April 12, 2014, 08:52:27 AM
Quote from: Alex26 on April 11, 2014, 11:59:52 PM
Edit: I tested it, you should be able to butcher and cook Antelopes without any further changes to the mod:

Okay I will check again on a new map!
#21
Quote from: Tynan on April 11, 2014, 06:00:00 PM
Can you notify the creator?

Yup already did and updated the file!
#22
confirmed! made those changes and the mod now works correctly. here's the updated 750 stacks file if you want to update the mod, mrofa

EDIT: Oops I edited it wrong so it's still 400 stackable :/

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#23
Quote from: mrofa on April 11, 2014, 07:49:55 AM
Yep works on alpha 3 :)

Well, it does, but...for the three savefiles I experimented with, it causes all silver to be ignored. Doesn't show up in the upper left as being in my stockpiles, doesn't get recognized as launchable in the trade window.
#24
Quote from: Tynan on April 11, 2014, 05:17:47 PM
Quote from: madpluck on April 11, 2014, 05:12:05 PM
I don't get it! I have all that silver in a stockpile that accepts nothing but silver, right next to the trade beacon. When I contact a trader it shows I have 0 silver.

That should not be the case. I'm concerned this could be a bug.

Can you attach a savegame where this is happening? And perhaps the output_log from your Data folder? You'll want to zip them.

Nevermind, Tynan! It's one of the mods I'm running; I don't have the problem with all mods disabled. I'll pinpoint which mod it is when I get a chance.

EDIT: Well that didn't take much. It's the Resource Kompression mod, which I thought had been updated for Alpha 3!
#25
Outdated / Re: [MOD] (Alpha 3) Antelopes
April 11, 2014, 05:41:20 PM
So currently they are huntable like normal animals, and this probably applies to the sand lizards as well, but...you can't cook with them. You would need to modify the recipes file to include them as valid types of meat. For now they just sit in my stockpiles :/
#26
I don't get it! I have all that silver in a stockpile that accepts nothing but silver, right next to the trade beacon. When I contact a trader it shows I have 0 silver.

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#27
Outdated / Re: [MOD] (Alpha 3) Sand Lizards
April 11, 2014, 11:13:21 AM
So I'm having some weird graphical errors with this mod (or maybe the antelopes mod?). It makes the sand lizards and muffalo display as all kinds of weird things and sometimes disappear completely!

EDIT: This is a problem with the mod menu so nevermind!

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#28
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 07, 2014, 12:21:00 PM
Lol. dammit. Thanks!
#29
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 07, 2014, 12:01:24 PM
I have this enabled in my mod list but it doesn't show up anywhere. Is it supposed to be under "Structure?"
#30
Tools / Re: [TOOL] RimEdit (v.2.1)
March 07, 2014, 11:28:31 AM
So I've never been able to get this to work. I'm using chrome (I even tried in IE for gods' sake), the file loads, I edit stuff. Whenever I click the save button it goes to the "Aw, snap!" page and I lose all the edits. Any idea why?