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Messages - Rock5

#676
Fair enough.

I was just thinking if you gave all your colonist one of these you wouldn't have to put any lighting anywhere in your base. :)
#677
Would these helmets make you more visible to enemies shooting at you? That would be a downside to them.  I usually have kill boxes with attackers in the light and defenders in the dark. These would defeat that. Still, could be useful if you have dedicated miners that don't contribute to defense.
#678
Just thought I'd share some observations.


       
  • The textures need to be clearer;

            
    • Curved Belt - the dots make it look like there are lines opposite to the ones that are there, sort of like an optical illusion. Needs to be clearer. Maybe take the outer corner off altogether. A real conveyor belt corner wouldn't have a pointed corner like that.
    • Selector - The numbers could be bigger. Maybe have different colors for the numbers and arrows to help differentiate them.
    • Splitter - Again, the arrows could be larger to make them easier to see and maybe color coded as well.
  • Does the teleporter have to be so large? It takes up too much space especially when following a wall and you want to turn into and across the wall.

       
  • The splitter gets stuck sometimes. I understand you consider this bug a feature now, and I agree it's fitting as a feature, but that means all splitters need to be accessible. When an inaccessible Splitters get stuck in my set up I have to save then reload to get it moving. If I have to do that, instead of sending someone over to clear it, then it's no longer a quaint feature but an annoyance. So I'd rather it just be fixed.
  • Sometimes the belts can get stuck. This only happened twice to me so far. This is not so easy to clear. I had to power down the belt. send someone over to clear it, save the game, reload, clear the belt again (as there was more items there), then it would go. So I agree, as was previously reported, that it is due to too many items on the belt. How it happens I'm not sure.
  • I know you should be able to make any set up with the components currently available but catering to the limited orientations of the parts takes up a lot of space. We really need more orientations of the parts. I know you can't have a button for every orientation of every part but maybe you could have a control on the placed parts that allow you to change the orientation. Consider it a manual control. I assume real conveyor belts have ways to manually control the flow to deal with emergencies and such. By orientation I mean different patterns of input and output for the Splitter and selector.
I hope this is helpful and doesn't make me seem like a know-it-all.  ;D

[attachment deleted due to age]
#679
Nice. Thanks.
#680
I like this post and the idea of "Quality of life" mods. So here are some suggestions.

- Powerswitch (the first quality of life mod I used)
- CentralHeating (for the vents)
- ModularTables
- Better beacons

And there is a feature of Miscellaneous that I think is quality of life. The tactical computer allows you to cycle through all enemies and friendlies similar to how you can cycle through colonists with the , and . keys. It would be great to have some keys set up to cycle through enemies and friendlies like that.
#681
Quote from: numne0r on January 22, 2015, 11:56:18 PM
!!!!Bug report!!!!

if I delete or make any modification to the zone within the beacon, all changes reset when game is reloaded.

example: beacon is close to internal structure (beacon zone spawns extending inside my rooms to cover the circular area) so I manually trim them. when I reload my game all changes are reset. and the beacon zones are back to leaking inside my buildings/structure.

Good. This has been reported.

As a temporary fix, if you haven't already figured it out, you can make another stockpile where you don't want the beacon stockpile to extend. Then if you want that space to remain empty just use "Clear all" in it's list.
#682
Oooo. My first mod got added to a pack already. How exiting. :D
#683
General Discussion / Re: Notifications without email?
January 30, 2015, 02:46:47 AM
Cool. I'll give that a try. Thanks.
#684
I believe you get spontaneous combustion over about 200. Although at that temperature it can still take a while for everyone to collapse. I would think that at 1500 they would turn to cinders instantly :)
#685
General Discussion / Re: Notifications without email?
January 30, 2015, 01:13:18 AM
No response after a week. Does that mean the answer is "no, there is no way"?
#686
Quote from: noone on January 29, 2015, 04:24:40 PMI have been thinking about making colonist able to pick-up items from the unloaders, but ended up making them drop things on the floor instead for a variety of reasons. I am not a big fan of having both systems enabled at the same time. While I can see why it would be useful in your case, I also know many more other examples where this would not be a good thing.
I sort of suspected as much. Maybe you could have a switch that allows you to choose if it should drop the item or not. I understand you have been considering making the dropped items spread out on the floor. Maybe you could make the switch choose if you want the item to stay on the unloader and so stop the flow of items on the belts or drop the items in a circle around the unloader. As I've said, and you have too, different situations have different needs. So it would be good if it could do both. For example you could have the unloader dump stuff all over the floor near your beacon for trading or you could leave it on the unloader if it's supplied for a specific task. I'm thinking though that if it remains on the unloader then it should pass items over to compatible devices that uses the item. So if you have a machine that uses a resource the unloader should pass the items over. Similar to how if a loader is near an Ore Extractor (from MD2) the Ore extractor puts items on it.


Quote from: noone on January 29, 2015, 04:24:40 PMOne suggestions that I could offer is to make the square in front of the Unloader a stockpile with no meals allowed. Or even better, make the area around the beacon a stockpile for your meals (minus the square in front of the Unloader) and set the recipe to bring the meals to the best stockpile. But I suspect you have already considered this option ...
I already have a beacon stockpile set for meals surrounding the cook table mainly so that if I need to unlock the door a bunch of haulers wont rush in to move the meals. I already have a clear spot in front of the unloader so the hauler that shares the space with the cook will come in and move the meal if 1 gets dropped there. I don't use "move to best stockpile" because the cook can probably make a couple of meals in the time he would take to go to the edge of the meal pile and drop of the meal, especially considering he is a slow MD2 droid.

You have to understand, in previous colonies I used to have to have a cook for every 15-20 people cooking continuously. If I set things up so the cook doesn't need to move and cook only simple meals he can easily cook for 50 or more people. It's amazing how fast he can cook. Before using the conveyor belts (same colony) I had the cook table in the potato freezer in the corner closest to the potato farm. So haulers would continuously surround the cook with potatoes. So the cook rarely had to move to reach potatoes. He was going so fast that he had time to top up the meals to 50 after the morning rush and still have time to go do some sculpting. To me that's amazing.
#687
I don't use any hauler, usually, except for the haulers that put the potatoes from the farm on the conveyor belts. The end of the potato belt is right next to the cook cooking. The cooking bill is set up do drop the meals on the floor. The cook table is in the middle of a room with a trade  beacon right next to it. As the meals are dropped on the floor they spread out in a circle filling up the trade beacon area.

Actually I made a door between the cook room and the main beacon room where I locked in a hauler that unloads the conveyor belts. So if a meal drops on the potato unloading spot I can send in the hauler to move it without having to unlock any doors. Also when I open the cook room roof to trade meals with a bulk buyer and they drop stuff in the cook room, the hauler has easy access to move the stuff into the main beacon room.
#688
Quote from: Yas on January 29, 2015, 12:08:11 AMif droid is idle it go there and goes in standby. So it doesnt appear in "idle colonist" list.
But... it is idle.  ???
#689
I did that too. While adding a few new mods (drag and dropping with right mouse button and selecting "Extract Here") I noticed that A2B scattered it's folders among my mods instead of having a root folder. It seems to be common practice to have a root folder in the zip folder so I suggest NoOne package future versions like this.

Quote from: noone on January 23, 2015, 10:03:03 PM
Quote from: Rock5 on January 19, 2015, 01:32:19 AM
It would be nice if the unloader could just dump the items on the floor around it. Or maybe fill up a zone set up around it.

And you're not alone, this has been requested for a while. I might eventually make Unloaders drop items in a larger zone. But I'm flat out these days, so not anytime soon (and there's also a few things on my to-do list ahead of this). But if you want to contribute some code that does this, I'll happily merge it in ;)
The thing about this is that it would be good in some situations but there are also situations where the current behavior is preferable. I have a conveyor belt supplying Potatoes to my cook who doesn't ever need to move while cooking except to recharge (hm... I should add a recharge pad under his cooking spot so he never needs to move).

I still have a problem though. While there are potatoes on the conveyor belt he can access them but if there is a gap in the potatoes and the drop point becomes empty he will usually drop a meal on the potato drop point. Then he wont be able to get at the potatoes anymore. I then have to unlock the door and send in a hauler to move the meal.

It would be really useful if it could be made so that you can take items right of the unloader. So if it gets clogged around the unloader you can still always take some of whatever the conveyor belt is supplying.
#690
So how does the traders beacon work? If you want to sell something you have to take it to them? Or is it just somewhere to drop items you purchase if you don't have your own beacons set up yet?