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Messages - WHiZ

#1
Outdated / Re: [A13] Community Core Library v0.13.1
April 25, 2016, 10:48:29 PM
I'm not noticing the low power mode working with the ccl vanilla addon in a13. I've watched the cook stoves, the power doors, and the new vital monitor power draws, and they never seem to go down. Unsure if they were just reporting the higher value but drawing smaller #s i added up the total draws on all power equipment on a new build and it seems consistent with them not going into low power mode. can anyone else test to confirm if what i'm seeing is indeed a real problem for them too?
#2
Outdated / Re: A13 - Removable stuff
April 25, 2016, 11:27:21 AM
the mod causes errors when building a toolbox, marriage spot, or party spot
#3
Quote from: Rock5 on April 24, 2016, 10:37:03 PM
It's never going to be ideal to use a sensor for things like the crematorium, even if you could get it to work under the right circumstances. The easiest solution is just to manually switch on the creme after a battle then switch is of when there are no more bodies. Hmm... Maybe a special 'Detect dead body' sensor could be developed just for the creme.

my work around is to place a critical stockpile of deadbodies right next to it, so it triggers on when dead bodies are placed there. so you don't really need a special sensor just for it. the problem just is for it as well as the taylor, med benches and such, they don't stay on long enough to fire the bills.
#4
Quote from: harpo99999 on April 24, 2016, 05:35:27 AM
Quote from: WHiZ on April 24, 2016, 12:59:48 AM
the auto for room/range should turn the switch on for an hour then recheck next hour... 
personally I use the timer mode of the switches for the crematoria, as far as the tables (eating/socialising), they do not need or use power, but other work benches/tv's/ radios do need power,and again I use the timer mode set to the work hours for the colony

I have multiple work shifts, so there is always someone working. So i'm using the timer function for grow lights which only grow part of the day so i can do that, but for the creme for example, why have it powered all day in my case as all hours are work hours for someone? 99% of the time of which there is nothing to cremate.

Even in your example it is powered when not in use, as i doubt most of work hours it is being used.

Hence why triggering on proximity is such a great function of your switches. They have great potential to improve power handling. The only problem is once triggered on, they trigger off too quickly to be able to be fully used for any purpose other than for lights or turrets etc. As the benches and cremes (the main power suckers) can't get the bills executed well during that short time.
#5
the auto for room/range should turn the switch on for an hour then recheck next hour... 

the problem is this... if you have tables or crematoriums attached the bills won't fire because the power is off.. and the power is off cause nobody is in range... and nobody i in range cause the bills wont fire cause the power is off...

if someone does walk in range temp which would turn the unit on to where the bills would start, by the time a person would get to it, it has already turned back off so nobody is able to do those jobs... please consider an hour timer for these switches..

thanks
#6
thanks for the moats
#7
Quote from: Jaxxa on April 19, 2016, 07:11:16 PM
Quote from: WHiZ on April 19, 2016, 08:13:10 AM
Jaxxa, i can't seem to find the shallow moat in your a13 version of the turrets mod, was it removed?

Yes currently it is not included. I didn't use it much and it isn't a really a VanillaTurret. If you want I can look into adding it as a separate mod.

yeah if you could please, it is better than rock chunks or sandbags to slow masses of people down when they are storming in.
#8
skully, thank you soooo much for updating your lighting mod.. works great with the darkness mod!
#9
Outdated / Re: [A11] Darkness
April 19, 2016, 04:20:43 PM
i've been using not the mod but the weather.xml file copied to the core defs/weather folder from the a12 release without issue, other than it getting brighter during eclipses. But that i can live with for this awesome darkness. also make sure you download the additional lighting mod from https://ludeon.com/forums/index.php?topic=14177.0 to light things up inside and out.
#10
Jaxxa, i can't seem to find the shallow moat in your a13 version of the turrets mod, was it removed?
#11
thank you for updating the vanilla turrets mod!
#12
jaxxa's a13 update to the mod works great!
#13
Outdated / Re: [A13] Community Core Library v0.13.0
April 17, 2016, 07:47:44 PM
for the vanilla add-on, can you make it so that vital monitors don't take any power unless there is a patient in the attached bed?
#14
Quote from: nuschler22 on April 17, 2016, 05:21:31 PM
How do you put the cooler in the wall? 

When I attempt to use the cooler, it shows the cooler with hot/cold side, but as soon as I put it on the wall, it disappears and won't allow me to install it.

if it is a stone wall, you'll need to mine a hole in it first and then place the cooler in the spot.
#15
your lamps mod doesn't work under a13... =(