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Messages - Smellfungus

#2
Presuming you catch them all, and only one of each, that's gonna be 151 animals messing around on the map. Think of the animals tab! And my processor! Scotty of the USS Craptop won't be happy, I can tell you that for nowt.

I *think* I'm requesting a pokecentre.

P.S. it just struck me. Are you gonna make pokemon immortal or will we be butchering pikachu? D:

Nadya: "that's a masterful pikachu effect armchair you've made, Adrian! How did you manage that?"
Adrian: "Well, that psychopath butchered Mongoose and her kids so I thought I'd put the skin to good use."
Nadya: "D:"
Red: "You could have done better. One moment, I'll tear it apart for you and go kill Cupcake."
#3
Outdated / Re: [A17] Vegetable Garden [8/22/17]
September 21, 2017, 10:38:12 AM
Well, I  used to be vegetarian, have studied a bit of physics and chemistry and do want to try growing mushrooms but haven't the space. :p personally, I'd settle for losing the plant identifier, but it could be fun to have a proper mushroom growing set up. You can grow some mushrooms in a field type set up, ones that grow on manure particularly, by I'm only a bit familiar with ones that grow on dead wood so I couldn't tell you anything about it. :p Just so long as they're not called plants in happy!
#4
Outdated / Re: [A17] Vegetable Garden [8/22/17]
September 21, 2017, 09:41:48 AM
*facepalm* I mean that mushrooms are not a plant, they are a different kingdom altogether. Plants, animals, fungi... others I can't call to mind right now. But I'm growing "mushroom plants," and that's totally wrong. Mushrooms ARE NOT a plant.

Also, you dont plant mushrooms, you cultivate them. It's handy to produce them in a growing zone, but really it would take a lot of work, depending on the mushroom. They generally require a quite precise heat, humidity, light and nutrient balance, and gettong them to grow can be terribly frustrating. Growing mushrooms on logs is particularly annoying, because of it fails you'll have spent 9 months nurturing nothing.

Regarding meat replacement: mushrooms contain all of the amino acids, unlike plant matter. They're what a mean when we talk about protein, and they make up all of our DNA. Their are precious few sources of all the amino acids beyond meat, but mushrooms are one of them. Another way to get all the amino acids are milk, eggs, and having a balance of beans and grains. Each give four of the seven kinds of amino acids iirc, and between the two you'll get the full range you need. This is the big reason why you get unhealthy vegetarians: they don't eat a balance of grains and beans. But yes, mushrooms are full of protein, and are pretty much the equivalent of meat when it comes to having a healthy diet! But they are definitely NOT PLANTS. It's like saying an oak tree is a majestic animal.
#5
Outdated / Re: [A17] Vegetable Garden [8/22/17]
September 21, 2017, 08:46:42 AM
Something that's really been bugging me... Mushrooms are not a plant. They're a fungus.
#6
I've noticed that the disappearing shops bug happens often on world load and on the return of a ship to a colony. I'm guessing it's something to do with the way world objects are handled. I'd guess there are values that either aren't saved or are deleted preemptively. That or the mechanism for linking the world object back to the construction struggles when there's more than one instance of a ship on the map. Hmm. Now I think about it the wings were crossed a little when I built my second ship in this colony... I'll have a mess around and see if I can't find a reproducible cause.
#7
A bug I've noticed and assumed was known: industrial rollers aimed at incomplete industrial rollers that have the materials added will destroy items placed on them and give a debug warning.
#8
Good lord. :-X I'm not on the ball today at all!
#9
Ah, ok, I thought it applied to everything produced from farming. :p also... a bug I've noticed and assumed was known: industrial rollers aimed at incomplete industrial rollers that have the materials added will destroy items placed on them and give a debug warning.
#10
That as may be, but this mod does it in a way I'm more comfortable with. ;) also, keeping to a standard naming pattern is just good practice. Having to remember whether an individual object is raw_cotton, cotton_raw, cottonRaw or cotton_thread can be cumbersome and makes it easier to generate bugs. So where theres already a standard naming system it's best to follow it. As far as I'm concerned naming your modded objects in a way that doesn't conformto the naming system is vergingon a bug in itself. ;)

Also, where two mods add the same thing, there will be less or no problems of they both use the set naming pattern, unless they interpret it differently. In this case it's modifying the drop from cotton and devilstrand plants, which was previously cloth. They both change the drop of the plant. However, VG tags its drop raw_cotton iirc, whereas this mod names it cotton_thread iirc. There are other raws that have different names from their tags, but they use the raw_ prefix all the same. :p this is incompatibility that could have been avoided by good practice, and I don't think that's unreasonable to ask of a developer. ;) if I were Skullywag I'd chalk this up to a good opportunity for learning, be a little embarrassed and change it.

Tldr: yes Canute, I have thought about this a lot and have concluded in right. XD
#11
A couple of tiny things... Vent sprites are drawn above pawns. Most easy to notice with a muffalo passing through a door to the north with a vent next to it on the east or west, with the miffalo coming through from said direction. Also, the defs for your raw cotton and devilstrand aren't in keeping with other raws. This breaks compatibility with vegetable garden as they introduce them too, but their raws follow the naming pattern. ;) depending on his load order you have bills you vany conplete without trading, and caravan requests for materials you can't farm.  :p not a big deal though.
#12
Any chance of a new interface for Misc Object Turrets? :p I have way, way too many weapons thanks to all the raids, and finding anything I actually want to install on a turret takes a prohibitively long time to locate. The way it's done currently must be an ingenious bit of coding but it's terribly cumbersome to use. :) something akin to the trading or caravan ui would be good.
#13
Have the issues with "Object reference not set" been fixed yet? And if not, any chance of a save fix? It seems that building a second dropship has broken OHU on my new save. Never flown it, no fleets used, but still it disappeared and my original had become orphaned. :(
#14
Outdated / Re: [A17] Rainbeau's Fertile Fields
September 13, 2017, 02:47:28 PM
Ahhh, so that's what was happening! :D Delete the resources and buildings, right. Well, I was getting bored with that colony anyway, so I just made a new one. :p Thanks Dorf!
#15
Outdated / Re: [A17] Rainbeau's Fertile Fields
September 03, 2017, 06:38:53 PM
Late game I decided to add this but it's conflicting with vegetable garden. :\ I'm getting a whole load of broken VG_defs in the error log. I've also ensured the load order is correct. What could be going on? New games are fine, no issues.