A Fix For Geothermal and Solar Generators
Have you ever been in the game and suddenly your power generator catches fire for some random reason? Well this mod has you covered. It lets you put out fires on the inner sections of the Solar Generator and the Geothermal Generator. As a by product of this, you can stand on both objects and they're both lowered to waist cover, which may screw up someone's cover at some point, but that shouldn't be much of a problem as using a huge generator as cover is a fairly bad idea.
(http://i.imgur.com/n71UMQf.png)
Compatabillity
Works with anything, really, except for something that modifies the way Geothermal or Solar generators work, but you could probably already figure that one out.
Changelist
1.0 - Release
1.1 - Removed useless XML file in mod folder (content from another mod for reference)
1.2 - Fixed pawn pathing to not go over the Generators most of the time.
1.3 - Fix for a huge problem by acook8103, where the generators couldn't be selected and could be placed inside each-other.
1.4 - Fix for a stupid problem where I changed all of the Name defs to ParentName defs, which wouldn't work. It needed a Name at the top for buildingDef otherwise it wouldn't have anything to reference.
Download
The download is down here. You might need to log in.
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+1
nice way to fix the simple things. Great idea.
Thank christ... Definitely be using this.
Does anyone know why geothermal generators spontaneously combust? It seems like there's no rhyme or reason to it.
Quote from: Boboid on March 05, 2015, 03:27:37 AM
Thank christ... Definitely be using this.
Does anyone know why geothermal generators spontaneously combust? It seems like there's no rhyme or reason to it.
over heating, they need to well ventilated.
I like this, but am I going nuts or did i not read in a change log somewhere this was being addressed?
One side note not good or bad. But your pawns will now walk right over the Geothermal and solar generators. Where before they would have to walk around them. But that is a fare trade for now then not being able to put out fires in the middle of ether of them. 8)
Quote from: elStrages on March 05, 2015, 04:14:08 AM
Quote from: Boboid on March 05, 2015, 03:27:37 AM
Thank christ... Definitely be using this.
Does anyone know why geothermal generators spontaneously combust? It seems like there's no rhyme or reason to it.
over heating, they need to well ventilated.
It's not heat related, I've observed the temps of problem-generators and they always remain within normal ranges, well below the point of starting fires.
It *might* be space related but I swear I've had generators which had craploads of space around them light themselves anyway.
Quote from: Boboid on March 05, 2015, 06:06:07 AM
Quote from: elStrages on March 05, 2015, 04:14:08 AM
Quote from: Boboid on March 05, 2015, 03:27:37 AM
Thank christ... Definitely be using this.
Does anyone know why geothermal generators spontaneously combust? It seems like there's no rhyme or reason to it.
over heating, they need to well ventilated.
It's not heat related, I've observed the temps of problem-generators and they always remain within normal ranges, well below the point of starting fires.
It *might* be space related but I swear I've had generators which had craploads of space around them light themselves anyway.
The only times i had heat problems with geo generator is when they're walled in without a vent to open space. I always surround mine with conduit walls, leaving 0 spaces, and there's never a heat problem. 1 open space though, and the temp will quickly combust the generator.
Quote from: skullywag on March 05, 2015, 04:17:33 AM
I like this, but am I going nuts or did i not read in a change log somewhere this was being addressed?
It may well have been, but I can't find that in the main changelog, and it definitely isn't fixed at the current release build.
Quote from: Vonholtz on March 05, 2015, 05:50:32 AM
One side note not good or bad. But your pawns will now walk right over the Geothermal and solar generators. Where before they would have to walk around them. But that is a fare trade for now then not being able to put out fires in the middle of ether of them. 8)
That's a byproduct of the method I used, as I just made the objects Standable instead of Impassable. I don't think there are any types that allow you to stand on it and put out fires, and even if there was then you wouldn't be able to put out fires further than 2 cells in. In short, yeah, that happens, it shouldn't be a problem. Just imagine that the generators are all embedded in the floor.
Three Words, Rain
Quote from: Hayhorse on March 10, 2015, 07:30:47 AM
Three Words, Rain
That's one word, but also three, gah. Aside from that, rain isn't always there, and this just makes it so that people can stop fires whenever there is one. It also lets you put fires out if something is under a roof or underground.
Small bug...
I noticed a bug ... so, now the characters can walk all over the device, which isn't a big deal for me. However, the device can't be selected anymore. When I click my mouse onto the geothermal generator ... nothing gets selected. I can select the steam vent (which is hidden underneath the geothermal graphic), but not the actual generator. What if I want to delete it? What if I want to see how much damage it has? Or how much power it produces?
Quote from: jabbamonkey on March 11, 2015, 01:18:58 AM
Small bug...
I noticed a bug ... so, now the characters can walk all over the device, which isn't a big deal for me. However, the device can't be selected anymore. When I click my mouse onto the geothermal generator ... nothing gets selected. I can select the steam vent (which is hidden underneath the geothermal graphic), but not the actual generator. What if I want to delete it? What if I want to see how much damage it has? Or how much power it produces?
It's possibly because he changed passability to Passable, not to PassThroughOnly. Also he forgot to set pathing cost.
Also, search for fire extinguisher on mod forum. It exists and works very fine and furthermore it is OP close-quarters SMG.
Lol, love that people use the extinguisher literally as a weapon. is it so OP i shoukd change it to say stun damage? Or is it fine as is? /offtopic
Quote from: skullywag on March 11, 2015, 03:52:14 AM
Lol, love that people use the extinguisher literally as a weapon. is it so OP i shoukd change it to say stun damage? Or is it fine as is? /offtopic
Never! It should damage structures because of rapid temperature change, and I used it on prisoners to train my medics before bothered to add medical training to operations. I remember SpaceStation13, where extinguisher was a weapon to be feared of and just a handy jetpack.
Quote from: UMK on March 11, 2015, 02:06:07 AM
Quote from: jabbamonkey on March 11, 2015, 01:18:58 AM
Small bug...
I noticed a bug ... so, now the characters can walk all over the device, which isn't a big deal for me. However, the device can't be selected anymore. When I click my mouse onto the geothermal generator ... nothing gets selected. I can select the steam vent (which is hidden underneath the geothermal graphic), but not the actual generator. What if I want to delete it? What if I want to see how much damage it has? Or how much power it produces?
It's possibly because he changed passability to Passable, not to PassThroughOnly. Also he forgot to set pathing cost.
Also, search for fire extinguisher on mod forum. It exists and works very fine and furthermore it is OP close-quarters SMG.
I don't see how PassThroughOnly would help as that doesn't sound standable, and I'll check the pathing costs the next time I get a chance. Some people might not like the sound of can OP weapon, as I know I don't, and this is a simple, non-intrusive fix that took me about half an hour. The fact that the device can't be selected is a huge problem that I'll check later on as well.
Edit: PassThroughOnly doesn't allow people to stand on the object so it defeats the purpose of this mod, and that doesn't let you select the object. The real reason that you couldn't select something probably has something to do with my Abstract ThingDef, which had nothing in it. I've replaced it with the standard abstract BuildingBase def, and hopefully it'll allow you to select things. That did not fix it ;'(. I did turn up the path cost though, so you shouldn't see people walking over it as often, unless it's literally the only path or if it's faster than any other path. The deconstruct still works and you can check the power of the solar generator through the yellow indicator, but apart from that I'm stumped on what to do.
I just found a bug of my own.
(http://i.imgur.com/U4LD1dR.png)
I have no idea. Something about how the collisions don't exist. Aside from that I have no clue. No idea what caused it, no idea how to fix it. You can't see it here but there's a ton of Z-fighting on the image because it's all on the same layer in the engine.
The unable to select the generators thing was really nagging, so decided to run a diff on the Core and the Mod and besides the changes to make them walkable, there was this difference.
diff original.txt new.txt
1c1
< <ThingDef ParentName="BuildingBase">
---
> <ThingDef Name="BuildingBase">
After changing the mod to use ParentName, I was able to select the generators. I'm also unable to get them to build on top of each other. (Using God mode to test.)
Most likely, since they weren't being treated as Buildings, they were being allowed to occupy the same space.
Until a patched mod is up, just go in to Mods\Xylene-Antirage\Defs\ThingDefs\ and modify solar_geothermal_fix.xml to use ParentName on the SolarGenerator and GeothermalGenerator ThingDefs.
Quote from: acook8103 on March 25, 2015, 07:18:43 PM
The unable to select the generators thing was really nagging, so decided to run a diff on the Core and the Mod and besides the changes to make them walkable, there was this difference.
diff original.txt new.txt
1c1
< <ThingDef ParentName="BuildingBase">
---
> <ThingDef Name="BuildingBase">
After changing the mod to use ParentName, I was able to select the generators. I'm also unable to get them to build on top of each other. (Using God mode to test.)
Most likely, since they weren't being treated as Buildings, they were being allowed to occupy the same space.
Until a patched mod is up, just go in to Mods\Xylene-Antirage\Defs\ThingDefs\ and modify solar_geothermal_fix.xml to use ParentName on the SolarGenerator and GeothermalGenerator ThingDefs.
You know the feeling you get when you make a really stupid mistake? Yeah, that. Thanks for the reply as I had no idea at all what was causing it but the problem is so simple now.
Any ETA on an A10 version? or if not, any recommendations for a substitute?
You can fix them (at least the solar panel, I haven't tested the geothermal) in vanilla, so this mod is kinda unnecessary now.
Seconding the request for an A10 version. I just had a Thermal burn down, while my colonists watched!