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Messages - CyborgDragon

#1
So I sent a bunch of limestone chunks to my friend...1035 to be exact, and they crashed through his thick mountain roof, causing cave-ins. The chunks all appeared outside his base, but inside, under the mountain roof, it did this: https://i.imgur.com/egdFYYm.jpg

Here's pastebin of his output_log.txt from when it started: http://pastebin.com/AjwdD8DF

It seems to be the same error over and over, and might be a vanilla issue with too many drop pods, so I'm not sure you'd be able to fix it.
#2
Edit their outfits to be limited to say, 33% durability. They'll then drop pieces of their outfit when they hit that durability level. If there's anything else laying around, they'll equip that, but if not, they'll just wait for their outfit to be mended.
#3
I have a suggestion: Expand the spine into five pieces.

  • Upper Cervical Spine: Damage impairs breathing, talking, manipulation, and moving. Destruction causes no breathing, and subsequently death.
  • Lower Cervical Spine: Child of Upper Cervical Spine. Damage impairs breathing, talking, manipulation and moving. Destruction causes breathing and talking to be reduced to 20%, and no manipulation or moving.
  • Thoracic Spine: Child of Lower Cervical Spine. Damage impairs moving. Destruction causes no mobility.
  • Lumbar Spine: Child of Thoracic Spine. Damage impairs moving. Destruction causes no mobility.
  • Sacrum: Child of Lumbar Spine. Damage impairs moving. Destruction causes reduction to 70% in move speed.

Then, the following prosthetics can be used to rectify various ailments:

  • Bionic Spine and Advanced Bionic Spine install into Upper Cervical Spine and fix all spinal ailments.
  • Wheelchair is either an apparel (if doable) or installs into the Thoracic Spine. Either way, it rectifies issues with the thoracic spine and below. It would provide 80% movement speed, and 60% manipulation. When thought modifiers are back, maybe it depresses colonists as well.
  • Crutches, again, either an apparel (if doable) or installs into the Lumbar Spine. They would provide 100% movement speed, and 80% manipulation. When thought modifiers are back, maybe it depresses colonists as well.
  • Wireless Chip, installs into any of the spines. Completely rectifies all issues, but provides no bonuses. Cheaper than a bionic spine, doesn't provide any penalty for prosthophobes.

With the idea of crutches, you could also make them be used for a missing leg, maybe. In which case, I'd suggest making the peg leg take more materials; maybe add leather to the cost, and take more time to craft, while crutches would be cheaper and faster.
#4
Allows you to make them out of the various metals in the game (and added by mods, except for the batteries). The different metals provide different beauty values, health, and flammability. In the case of the batteries, they're also made to provide different efficiencies and storage capacities.
#5
I think you might be forgetting a certain something power-related, that you had in the OmniPack. Wind turbines.
#6
Well, the saving/reloading thing I did pointed something else out to me. If you save/reload, your colonists get the magenta block as well. Ordering them to drop and re-equip fixes it. I tested this with only MedievalShield enabled to confirm nothing else might've (somehow) been interfering.

And yeah, the mini-mod I attached earlier needs Norbals and Pirates.
#7
Outdated / Re: [A11] LED Rope Lights
June 28, 2015, 06:36:31 PM
The going under the walls is, I assume, a side effect of making it so that the rope lights can stack under other objects, instead of blocking them. I did something similar with the ceiling lights mod, adding <isEdifice>false</isEdifice> so that they could be placed on top of furniture and everything else.
#8
The mod is just overwrites for some of the PawnKindDefs for Norbals and Pirates, adding Shield to their lists of allowed apparel, and I'm using EdB Mod Order to ensure it's loaded after both the new factions and MedievalShields. I'll try adding the textures to it, but there's no error in the log when they appear.

I've attached a zip of the mod.

Edit: Tried adding the textures, didn't work. But I found out something, if you save and reload, any dead bodies with the magenta block get the proper shield applied, but the living pawns still have the magenta block. Hope that helps some. It also doesn't appear to be linked to race, seeing as how Norbals are their own race, and Pirates are regular humans, but this bug applies to either.

[attachment deleted due to age]
#9
So I made a mini-mod to give these to Norbals and Pirates, and I noticed that when equipped by anyone other than colonists, they appear as magenta squares.

#10
I've had something similar happen. It's caused by one colonist specifically. Hit , or . and you should select a single colonist and get your UI back. If you keep hitting , or . and cycle around, you can find the colonist causing the issue. The D3D device lost simply means the game can't render, that happens if you say, alt-tab or something.
#11
Could you also fix it so hotkeys still work in the small menus? That's my biggest issue I have with the small menus. I often right click and hit x to cancel or c to deconstruct something, but when the last menu I opened was one of the small ones, it doesn't work.