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Messages - Thoranius

#1
Support / Re: Help: Pawns just stand there
July 07, 2015, 08:42:02 PM
I turned off the Additional Joy Objects mod, that cleared the task-giver argument exception and freed up my pawns so far. That one may still need an update to the changes of A11b.
#2
Support / Re: Help: Pawns just stand there
July 07, 2015, 08:29:36 PM
I seem to be suffering the same fate. However, I suspect it is a mod not being updated to A11b to blame, since I didn't throw the code at startup about this error "Can not find a type named Workgiver_FinishUnfinishedThings" until I added in all my selected mods. Want to list your chosen modes, to see if we can narrow it down a smidge? I updated all of mine yesterday that had updates, perhaps 4 or so didn't have updated versions yet.
#3
Love all your mods, Skullywag. I'm assuming Omnifloors is the one giving you the most challenge, with the recent addition of being able to remove existing floors? (I'm assuming that addition complicated the floor code significantly). I was just wondering if you intend to bring Omnifloors up to A11 status? Sorry to bother you with this question, but due to my play-style, I won't even touch A11 til I have a way to changes floors completely in hand.

Thanks again, and keep up the great mods!
#4
Support / Re: Black Screen on Launch
July 06, 2015, 04:02:02 PM
I seemed to run into this as well, seeing if I can figure out a work-around
#5
I seem to be running into the "Space already occupied" bug with the 2x2 laser filler as well, even cut any grass around the site and attempted to skip around and see if there were items hiding under the geyser...mod was not installed on a fresh game, but a previous save. No apparent alerts in the debug log. Playing the most recent Alpha 10 as of today's date.

Update : Tested with a freshly generated world, and a new colony. Results appear the same.
#6
Outdated / Re: [MOD] (Alpha 3) Workplaces
May 09, 2014, 02:30:50 AM
Thanks Haplo, I'm glad it worked. Any idea how you are going to mesh your mod with the new core version of metal slag refining?
#7
Bugs / [W|0.0.409] Gameplay : Hunting Issues
April 16, 2014, 03:40:40 AM
I came across a couple issues with hunting.

Issue 1, melee attacks when hunting. Hunters don't seem to switch to melee when forced into melee combat by an animal charging towards them. They will continue trying to fire at the critter they are hunting, while the critter keeps interrupting their aim with melee attacks.

To reproduce:
1. Assign a hunter.
2. Use the hunt order to select a squirrel (or other critter) for hunting. (This is easiest to witness if the creature has gone insane)
3. Fail to kill targeted critter before they reach melee.
4. Observe as hunter keeps trying to fire helplessly as the squirrel or other critter melees them to death.
On a side note, the retreat and shoot AI for hunters helps alleviate this somewhat, but the skill does list as a combination of melee and shooting skills, so it seems they would switch to melee when stuck with nowhere to retreat to, just as they would when defending against raiders.

The second issue is the restriction on tasking. One person at a time is the maximum that can be assigned to a single task currently, and that seems to extend as well to hunting. Right now it isn't too much of an issue, assuming one doesn't have severely bad luck against an insane muffalo. However, with the rumor of hunted muffalo's becoming aggressive and fighting back, this may be an issue in the future.

To reproduce:
1. Assign 2 or more hunters.
2. Designate an animal for hunting.
3. Assign 1 hunter to hunt that creature.
4. Attempt to assign another hunter to hunt that same creature.

I hope this bug report is viewed as a constructive criticism and not intended to be disparaging of the new hunting system. It is a great start and has much promise, and should fit will with the existing flow of gameplay.
#8
Outdated / Re: [MOD] (Alpha 3) Workplaces
April 16, 2014, 01:38:41 AM
It's an easy enough fix, I just added <li>Gun_Pump Shotgun</li> in the line just under all 3 instances of <li>Gun_M-16Rifle</li> under the smelt medium weapons section of the Recipe_Blacksmith_Weapons.xml file in the Recipedefs folder of the mod, and it seems to have done the trick.

I also added Molotovs to the grenade list as a means to get rid of them without having to trade or destroy them, but I wasn't confident enough at modding to attempt adding a whole new category for them. The grenades make sense giving metal when dismantled, but the Molotovs would be nice in a separate category for dismantling them for 20 or so silver, much like the secondary product from dismantling grenades. Or, they could go in a whole different category, with no output other than experience for dismantling them. The low-grade tribal weapons would also fit nicely into that category, without having to rely on the burn-pile method to keep the map nice and tidy.
#9
Outdated / Re: [MOD] (Alpha 3) Workplaces
April 16, 2014, 12:04:02 AM
Out of curiousity, were Pump Shotguns intentionally skipped in the list of smelt-able objects? I've checked all 4 weapon categories under the Workplaces 142 build, and couldn't find it anywhere.
#10
Bugs / Re: Alpha 3 No Medics
April 13, 2014, 03:03:00 AM
Ah, that would indeed be the issue then, probably my fault for trying to get the framework including carpet in place before committing the resources to the stove and/or nutrient paste dispenser first. Guess I'll have to rectify that, thanks for the clarification!
#11
General Discussion / Re: Fertilizer pump?
April 12, 2014, 10:03:03 PM
Pity, re-rolled my map instead until I found one with enough dirt tiles in the proper spots to make the base look the way I wanted, then. Ah well, hopefully this mod will receive some developer polishin' and lovin' by the time the next release rolls around, it would be a nice addition to the game core as well.
#12
Bugs / Re: Alpha 3 No Medics
April 12, 2014, 09:56:21 PM
I've run into the same problem as well, where wardens will feed prisoners, but even with all colonists switched to doctor only manual settings, priority 1, none will feed a starving bedridden colonist. In case it matters, this occurred after a colonist had a mental break dwarven-emo fit, and was subdued out of his rage. Also, I have 4 mods installed, but I don't believe they have any impact on the behavior. In case they do, the mods are the desert lizard one, workplaces, cremation, and wild farmer. I will attach a copy of the save for you to peruse. The injured colonist is in the 3-bedroom makeshift hovel near the NE corner of the map.

To reproduce, simply load the save file with the appropriate mods enabled, and switch both active characters to only the doctor profession. They will both go idle.

Save file link : http://www.4shared.com/file/HsMKwvmpce/ZDoctor_Not_Working.html

Hope this helps track down and squish the dirty little bug!
#13
This is a great mod, and will hopefully make it into the core mod eventually. However, it currently has one minor oversight that you may wish to look into.  When harvesting raspberries and agave from a grow zone, instead of needing to be replanted like potatoes and strawberries, they reappear as already replanted crops, as if the harvest plants command was used on wild plants.  You may wish to address this, as some users of the mod may feel that it's a slightly unfair advantage to an otherwise perfectly implemented mod.
#14
General Discussion / Re: Fertilizer pump?
April 12, 2014, 09:37:43 AM
Well, I've figured out that exiting out of the game and reloading after the pump has been built fixes the power not starting on the pumps, but considering they are supposed to alter 4 squares per day (20000 ticks per day, 1 tile per 5000 ticks, max of 25 tiles per pump), they do appear to not be working. I have had 3 running on sand for nearly 20 days now (one on a dirt tile in a half sand, half dirt area) and have yet to see a single tile change from sand to dirt. I think the coding part about what tile type to change it to was accidentally left out of the mod's coding, at least from what I could decipher of it. Maybe it was fixed in the hotfix, any testers have word on that?
#15
Bugs / Re: No weapon drops
April 12, 2014, 07:58:48 AM
I haven't seen this happen with guns as of yet, but it did happen with the tribal "Handful of rocks" weapon. I assumed that was intentional, but perhaps it's related?