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Messages - DenVildeHest

#1
Thanks a bunch I'll give it a spin!
Edit:
Great update really minimizes all the clicking around in menus. 2 minor things I found so far;
1. Using the shift click on tool functionality on the "chop wood" tool will give you the "cut plants" tool. Expected behavior would be the "chop wood" tool.

2. Using the context action key on a tile marked for mining will cancel all orders on map. A better functionality in this case would be "mine connected ores" for mining. Although it is technically doing what it's supposed to as cancel is the first visible tool. Much less useful than the other functionality though.
   
Maybe It would be an idea to just not allow the "context action" hotkey to "see" the cancel tool, It might create some headaches for for people who have issued many orders and press the hotkey expecting another outcome.
It's also not a functionality you would want to use very often. Same deal if I have a tree selected for chopping/cutting. Using the "context action" hotkey cancels all orders on map. Would much rather have it use the context action of the "select similar" tool- "select similar things on map". I guess just leave it as it is if it's not easy to have the "context action" hotkey ignore the "cancel" tool.
-Sorry to be such a pain in the (_!_)
#2
Well I seem to have run into a bug that I can reproduce reliably, although It might be a conflict with other mods? I don't know. I moved your mod around in the loadorder a bit and I didn't change anything. It has to do with the select similar tool. It will work after reordering mods, or restarting the client(same thing i guess) upon first loading a game. But if I load a savegame afterwards it will bug out. I seem to remember some of the other hotkeys bugging out too but I haven't tested it. 
Output_log
Video of bug
#3
Is it possible to have an option somewhere (mod settings perhaps?) To set a global minimal quality level so you don't have to set it on every item?
#4
Quote from: UnlimitedHugs on May 30, 2017, 01:54:25 PM
I could extend the functionality of the "context action" key to have it activate the first context action on the selected items, if no tool is selected. Would that work for you?
While playing I thought about every time the above function would be useful and reduce mouse clicks or looking for hotkeys and it's quite a lot. If it's not too hard to implement I'd be interested in that functionality for sure.
#5
Okay no problem it was just a heads up, didn't know if it was something that needed fixing. I relayed the information to the author of smooth walls so he can consider it.
#6
I'm curious if this is a bug/related to my other mods?
If I use prepare carefully I can't read the info in the "Review Scenario"  button in the escape menu. it just says "Cannot read data".
#7
First of all Great mod! This is something that should be in the game.
I do have a small issue though:
I've got a funky bug related to map rerolls and smooth walls. They will look messed up depending on load-order- Smooth walls has to load first(above). They work fine together with the correct load order.
Output_log
Video of the issue
I notified the author of smooth walls as well
#8
Quote from: dburgdorf on May 31, 2017, 12:03:28 AM
Quote from: DenVildeHest on May 30, 2017, 11:51:05 PMI've got a funky bug related to your smooth walls....

If you could narrow down which other mod seems to be triggering the problem, it would help tremendously in figuring out why it's happening. ;)
Alright I'll get right on it!
The culprit is Map rerolls
I'll notify creator of that mod as well.
Edit: this is his reply:
QuoteThis issue is caused by the approach the game takes to saving walls, stone, and similar things as it tries to compress them down. Changing the order of your mods mid-game can mess up these compression maps, if a mod makes use of them.
What Smooth Walls could do is set saveCompressible to false- wouldn't be as efficient, but the walls would work regardless of mod order changes.
Hope this helps.
#9
I've got a funky bug related to your smooth walls. They will look messed up depending on load-order in relation to other mods. Don't know if its a specific mod that's somewhat incompatible but all my mods seem to work.
Output_log
Video of the issue
#10
Edit:
Nevermind, fixed the below issue by reinstalling game and moving mods around a bit. Never found out who the culprit was though.
I got an odd bug and suspect it might be related to your mod. I claimed one of the ruins which your mod probably generated. The building is being treated as a building by the game, except my colonists are able to shoot out of it. Even though I built a roof on it. Sometimes they hit the walls though.
Here is the output.log
Here is a video of it
Either its cause of a mod incompatibility or its me beeing a noob and this is somehow supposed to happen. Haven't noticed this before though. It's a newly generated map and the one before it I spawned right next to a similar building where I was shot AT from inside a building by some weird looking alien guys.
Edit: Ok it might not be related to your mod cause I just build a small building and colonists can still shoot through it. Any help in finding the cause is much appreciated but I guess I need to go deactivate mods till I find the sinner.
#11
If I understand what you are proposing i.e. I want to mine out an area, so I select the first block and click the context action button, and then the block is set to mined that wouldn't be all that helpful as it only selects that block. and I would have to mark every block and click the context button for each. If it could give me the mining tool/the chop wood tool etc. when I select and use context action that would be mind blowing though! 
#12
Could you add functionality for a global "cancel orders" and a "mine" hotkey? or even better just a hotkey to access the Orders and Zone/Area tabs in the architect menu.
#13
What of the pack and alpha muffalo mods? Do they still work? They have some xml files that might be outdated