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Messages - golgepapaz

#1
So to craft some firearms I need to research metalworking which is just after smithing.
But every firearm needs plastic to craft and that in turn requires petrochemical plant which has
nine prerequisites . Is this working as intended? Because only way to obtain any firearms
seems to be from raids I get  time to time . I can make ammo very early but need to craft single firearm
requires to much effort IMHO.
#2
Nah I feel dumb, it is indeed there in the production tab with under the name smithy instead of blacksmith...
I have confused it with the furnace icon..
#3
Quote from: Canute on September 11, 2017, 12:59:20 PM
Did you try to look at the helptab, i am pretty sure you are missing some research, and the helptab would show you it.
nope it only says smithing ...
Full xml follows
<ThingDef ParentName="WorkTableFueled">
<DefName>FueledSmithy</DefName>
<label>blacksmith</label>
<Description>This blacksmithing setup has all the tools needed to build metal armor, work tools, melee weapons, advanced bows and crossbows, as well as simple ammunition such as arrows. It requires some fuel that burns at a high temperature such as coal or peat.</Description>
<graphicData>
<texPath>Things/Building/Production/NeolithicProduction/Blacksmith</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
<shadowData>
<volume>(0.3, 0.6, 0.3)</volume>
</shadowData>
</graphicData>
<stuffCategories>
<li>Metallic</li>
<li>Stony</li>
</stuffCategories>
<costStuffCount>120</costStuffCount>
<CostList>
<Component>8</Component>
<Mechanism>6</Mechanism>
</CostList>
<minifiedDef>MinifiedFurniture</minifiedDef>
<statBases>
<WorkToBuild>3000</WorkToBuild>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>1.0</Flammability>
<Cleanliness>-3</Cleanliness>
<Mass>1000</Mass>
</statBases>
<passability>PassThroughOnly</passability>
<Size>(3,3)</Size>
<DesignationCategory>Production</DesignationCategory>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,1)</interactionCellOffset>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>Small_ToolCabinet</li>
<li>PodChair</li>
</linkableFacilities>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="SK.CompProperties_HeatPusherExt">
<compClass>SK.CompHeatPusherExt</compClass>
<heatPerSecond>30</heatPerSecond>
<heatPushMaxTemperature>45</heatPushMaxTemperature>
</li>
<li Class="CompProperties_Glower">
<glowRadius>3</glowRadius>
<glowColor>(217,112,33,0)</glowColor>
</li>
<li Class="SK.CompFueled_Properties">
<operatingTemp>1400</operatingTemp>
<fireDrawOffset>(0,0.1,-0.05)</fireDrawOffset>
<smokeDrawOffset>(1.0,3.0,1.0)</smokeDrawOffset>
<fuelDrawOffset>(0,0.1,-0.2)</fuelDrawOffset>
<fuelDrawScale>1.3</fuelDrawScale>
<fuelCapacity>30</fuelCapacity>
<effectOnWeather>true</effectOnWeather>
<fuelFilter>
<thingDefs>
<li>Coal</li>
<li>Peat</li>
</thingDefs>
</fuelFilter>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
<researchPrerequisites>
<li>Smithing</li>
</researchPrerequisites>
</ThingDef>
#4
Playing tribals I've researched smithing to get blacksmith to work metal but I cannot see the item in the production panel.
Relevant entry in the Buildings_Production.xml goes like;

<ThingDef ParentName="WorkTableFueled">
<DefName>FueledSmithy</DefName>
<label>blacksmith</label>


I've downloaded the zip file from the github at 02/09/2017 (DDMMYYYY) according to windows explorer.

Is this a bug or do I need to further research things?

Edit: i can place the minified form from developer menu as well.
#5
Outdated / Re: [A16] Combat Realism v.1.6.9.1 (21.12.16)
December 26, 2016, 03:47:23 PM
Quote from: MrWeeGee on December 26, 2016, 07:14:55 AM
Quote from: Taishimoonshadow on December 25, 2016, 03:23:58 PM
I am having an issue where I can not make meds at the drug lab even with it researched however if I start a new colony without cr on it works fine.

Had the same problem, but I found that it's been fixed in the latest GitHub changes, redownload there.

A different problem I'm having, is it seems that none of the melee weapons or guns can be smelted for resources, only turrets and ammo. Guns are missing from the 'smelt weapon' section, and it ignores your melee weapon selections saying "need materials." Smelting slag and destroying weapons works fine though. New game without CR returns it to normal.

yep got the same problem
#6
that old bug of not being able to craft medkits at drug lab resurfaced again. I can't craft any medkits....
#7
Quote from: Wishmaster on November 23, 2016, 11:05:28 AM
Well you can try it from now after all. This is an experimental version... so be warned.

http://bit.ly/2fRrc3F

Quote
New: Trade caravans / Visitors pets (if ever they have any) will now behave like colony's pets and pick their food wisely.
New: Taming colonists will now pick the best food for taming (Hay > Kibble > ....) .
New: IF ENABLED, wardens will feed prisoners you are trying to recruit with the best food.
New: EXPERIMENTAL. IF ENABLED, colonists to tame and train animals with corpses and humanlike corpses.
New: Added configuration file.

Fix: Food selection for animals works better.
Fix: Grass is now part of pets diet.
Fix: Pets and warden now care about the distance. They won't cross the entire map to get an awful instead of a simple meal.
Fix: Fine meals now comes before raw food for prisoners. Fine meals are more cost-efficient.
Fix: Reworked the entire code...
Nice....

There is an error entry in debug log though which was in the previous version also.
"Could not determine food preferability for EggChickenFertilized" in function determineFoodPrefLevel(Thing)
it intermittently shows up when I have some egg laying around
#8
chickens don't eat grass when the mod is enabled , they do eat when the mod is disabled.

Mods are ;
EPOE,prepare carefully,crafting hysteresis,defensive positions,colony manager, more vamilla turrets, map reroll, quality builder, efficient light,animals tab, smarter food selection

in that order
#9


Well this wasn't supposed to happen... I'll have a look a this.
[/quote]

yup, grass is not edible for my animals.