Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - 1000101

#1276
Quote from: darhoth on February 23, 2015, 05:40:29 PM
Got it to work. Just replaced the Designations file in the 2nd of the two mods that was loading.
Shouldn't be necessary, but that is how I originally got them to show up together for myself.  As a result, I created a stand-alone patch (oxymoron?).

Quote from: darhoth on February 23, 2015, 05:40:29 PMThanks for putting this together.
Well, I enjoy the game and the mods, I am just trying to give back in some small way.

Quote from: darhoth on February 23, 2015, 05:40:29 PMYou know instead of knocking us newbies to the forums for asking questions, maybe take it as a good thing that we felt it worth making our first posts in your thread. It is a pretty easy explanation for how to fix, ...
Those statements amount to "too lazy to self diagnose."  I understand that people are new to things, everyone was a first timer too.  But, the major distinction between people who stay as "newbs" and those who advance is taking the first steps to try to fix it yourself.  ie, "shit, did *I* not do something right in the process," vs going straight to the forum to blast, "I can't get your shit to work."  And yes, it is fairly simple to fix the problem.  Glad you took the time to actually try for yourself.  Although simply making sure that More Designators is loaded after the mods it's patching (makes sense, can't patch what hasn't been loaded) solves 100% of the problems and avoids the whole facepalm issue.

Quote from: darhoth on February 23, 2015, 05:40:29 PM...instead of criticizing folks for not reading whatever else you think they should have read or know.
Unless this is your first day on the internet, you already know you should read stickies and do some research.  In fact, 9 in 10 forums, the first stickied post usually states exactly that, "rtfm," although, usually worded a little more flowery.
#1277
That's because there was no actual change needed for Alpha 9 so I didn't reupload to change the about.xml to say, "Alpha 9."  Rest assured, it works in Alpha 8 and 9.
#1278
Quote from: darhoth on February 22, 2015, 12:28:01 AM
Ok to ask the dumb question, how do you get this to work? Is it a mod or replacing a file somewhere in the mods?
Quote from: Tesak on February 22, 2015, 05:19:23 AM
Need fix

Quote from: 1000101 on February 16, 2015, 01:08:41 PMLoad More Designators *after* Vein Miner and Priority Haul.


Easy and intended:  Install it exactly like a mod *after* you install Haul Priority AND Vein Miner so that More Designators is loaded AFTER those two.  I recommend using either EdBModOrder and/or RW Launcher.

Harder and just as workable:  Copy the one real file which More Designators provides, replacing the same file in either (not both) Haul Priority or Vein Miner, which ever is *last* in your load order.  Delete more Designators.

Since this is a menu PATCH, it MUST be loaded AFTER the mods it's patching.  Common sense?  Simple logic?  How is this even coming up?


There is nothing wrong with this mod patch!  It works for Alpha 8 and Alpha 9.  Period.

Given that it is new users on the forums who are having "issues," I would suggest that said new users simply haven't done the steps required to resolve their own issues, namely, read forum stickies, read the game wikis, read the help and troubleshooting forums, common sense.
#1279
derp?

See the first post.

"* More Designators.7z (0.75 kB - downloaded somenumberof times.)"
#1280
"Updated" to Alpha 9.

Kid Tested.  Mother Approved.  (Not of this product, however.)
#1281
Yes, without any alteration, any mods which alter the designators tab ("Orders") will block each other and the last one loaded will show.

This means that Vein Miner will block Haul Priority and Haul Priority will block Vein Miner.  The mods aren't incompatible, they just lack each others menu, hence this small patch.

You could easily do this on your own and some people probably did in some form on their own.  This is for people want both but don't know how to do it.
#1282
This is a great mod.  Using this with the Mk.III Mobile Mineral Sonar keeps my colonies in stock of the various ores.  It's a pity it doesn't work with my own uranium veins though.  Oh, well.

Anyway, I hope you don't mind, but I made a patch for Vein Miner and Haul Priority.  You can find it here.  I include no resources from either mod, it's just a simple menu patch.  :)
#1283
I hope you don't mind Gaesatae, but I made a patch for Haul Priority and Vein Miner.  You can find it here.  I include no resources from either mod, it's just a simple menu patch.  :)

btw, thanks for a great mod, really helpful when you are trying to build your defenses and the stupid pawns are running around gathering cloth instead of hauling rock chunks to create a defensive barrier.
#1284
Hey y'all,

This is just a simple patch (anyone could make it, really) for Gaesatae's and JuliaEllie's great mods Priority Haul and Vein Miner, respectively.

While this patch is extremely simple, some people may not know where to go/what to do to get the two mods to work show up in the designators tab.

Note, this does NOT include either of the two mods, for those go here:
Priority Haul by Gaesatae
Vein Miner by JuliaEllie

I take no credit for anything associated with either of the two mods.  This mod is just a simple menu patch.

Load More Designators *after* Vein Miner and Priority Haul.


100% compatible with Alpha 8 and Alpha 9.  Best OOB experience to-date!  etc.

[attachment deleted due to age]
#1285
Quote from: wikusaurus on January 31, 2015, 11:39:11 AM
is it impossible to make two or more line of conveyor to merge and become one line?
Use a selector, it has two inputs and two outputs.  Select everything for output one and clear everything for output two.
#1286
I tried that actually.  I made a "Chunky" stuff in StuffCategoryDefs, created my building (just a bed) which used the "Chunky" stuff.  I'll have to get that working separately from the rest of the mod.

thanks for your thoughts though.
#1287
I suppose no one considers the power density (power-per-tile generation).

Given the area of each power source, the power density (how much power is generated in a tile):

Solar Panel (4x4, 1750 max) : 109.375 density (max)
Wind Turbine (2x6, 750 max) : 62.5 density (max)
GeoThermal (6x6, 3600 constant) : 100 density (constant)
RTG (2x2, 750 constant) : 187.5 (constant)
ASRG (3x3, 1250 constant) : 138.889 (constant)
Nuclear Plant ( 6x6 24000 constant) : 666.666 (constant)

The RTG and ASRG are both high but the RTG is too high.  Dropping the RTG and ASRG to 115 and 130 density (460 and 1170 outputs) I think it would be more balanced.

Not really as OP as the Nuclear plant though.
#1288
Well, it seems the stuff is applied to the blocks, not the chunks.  Stone blocks are stuff, stone/rock chunks are not.

I'll see about reducing my mod down to the relevant point of this thread.
#1289
Help / Is it possible to turn rock chunks into stuff?
January 14, 2015, 05:20:08 PM
I've been experimenting with the rock chunks, trying to turn them into their own "chunky" stuff so low-low-tech things can be made.

I've got a simple thing which accept chunky stuff, I've added the stuffprops to chunks and the game tells me I can build my thing with a chunk except...it doesn't provide a list of my chunks (despite say, "sandstone chunk thing") and tells me I have no usable material even though I have various chunks in my stockpile.

I'm wondering if I'm missing something in my process.

td;lr

How do I turn chunks into stuff?
#1290
Outdated / Re: [MOD] (Alpha 8) RTG's (Power Source) v1.1
December 31, 2014, 03:21:35 PM
So, I've never posted on this forum before but I've got to say that this mod is one the best for solving the power/heating issues in colder biomes (my current colony uses no heaters just vented GeoThermal and RTGs).  One problem, not enough uranium.

So, I added uranium deposits.

Code ("ThingsDef\Uranium Mining.xml") Select
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

  <ThingDef Name="BuildingNaturalBase" Abstract="True">
    <category>Building</category>
    <selectable>true</selectable>
    <drawerType>MapMeshOnly</drawerType>
  </ThingDef>


  <ThingDef Name="RockBase" ParentName="BuildingNaturalBase" Abstract="True" >
    <eType>Rock</eType>
    <thingClass>Mineable</thingClass>
    <graphicPath>Things/Building/Linked/Rock_Atlas</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <linkDrawerType>CornerFiller</linkDrawerType>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <neverMultiSelect>true</neverMultiSelect>
    <rotatable>false</rotatable>
    <saveCompressible>true</saveCompressible>
    <filthLeavings>
      <RockRubble>2</RockRubble>
    </filthLeavings>
    <holdsRoof>true</holdsRoof>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
    <mineable>true</mineable>
    <statBases>
      <Flammability>0</Flammability>
    </statBases>
    <building>
      <isNaturalRock>true</isNaturalRock>
      <soundMined>CollapseRock</soundMined>
      <canBuildNonEdificesUnder>false</canBuildNonEdificesUnder>
    </building>
    <linkFlags>
      <li>Rock</li>
      <li>MapEdge</li>
    </linkFlags>
  </ThingDef>


  <!--============================ URANIUM! ===============================-->


  <ThingDef ParentName="RockBase">
    <defName>MineableUranium</defName>
    <label>raw uranium</label>
    <graphicPath>Things/Building/Linked/RockFlecked_Atlas</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>CutoutComplex</shaderType>
    <defaultColor>(83,92,114)</defaultColor>
    <defaultColorTwo>(107,133,155)</defaultColorTwo>
    <statBases>
      <MaxHealth>10000</MaxHealth>
    </statBases>
    <description>Fueling advanced advanced power generators is going to take some oomph.</description>
    <building>
      <isResourceRock>true</isResourceRock>
      <mineableThing>Uranium</mineableThing>
      <mineableYield>35</mineableYield>
      <mineableScatterCommonality>0.01</mineableScatterCommonality>
    </building>
  </ThingDef>

</ThingDefs>


The chance is set to very low (less than silver, gold and plasteel) and very hard (same as plasteel).

Great mod, I am about to redownload for the ARTGs.