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Messages - ShEsHy

#1
Really? That's great then, I'll give it a try.
#2
Releases / Re: [1.0] Mend And Recycle
December 15, 2018, 03:38:28 PM
Quote from: notfood on December 15, 2018, 03:11:54 PM
Can you download master instead of the release?
You're a genius. It freaking worked, thank you so much.

Also, there was a "failed" floating text that popped up at the completion of the first recycling job, but I still got resources back, so I'm guessing I either got less resources back because the pawn failed some skill check, it was a leftover from the previous version of the mod, or it was a bug. But who fucking cares, I can finally fix my stuff :).
#3
Releases / Re: [1.0] Mend And Recycle
December 15, 2018, 02:38:17 PM
Quote from: notfood on December 15, 2018, 12:07:12 PM
Check the HP range, it has to be from 0 to 99. Not 0 to 100.
Tried it (setting the bill to 0-99%, recycling a 39% shirt, and mending a 76% pair of pants), still nothing. The pawns still just stand there, with the work animation particles and sound, but nothing actually being done.

Quote from: Canute on December 15, 2018, 01:25:53 PM
When you don't have error's at the log, a reinstall won't help.
And steam reinstall you can forget anyway.
You can try and look at the config folder to delete the config file for the mod.
Yeah, it didn't help. Also, I don't see anything in the config that could affect it:
<?xml version="1.0" encoding="utf-8"?>
<SettingsBlock>
<ModSettings Class="MendAndRecycle.Settings">
<requiresFuel>False</requiresFuel>
<requiresPower>False</requiresPower>
<costFromMaxHitPoints>0</costFromMaxHitPoints>
<chances>
<keys>
<li>Undefined</li>
<li>Animal</li>
<li>Neolithic</li>
<li>Medieval</li>
<li>Industrial</li>
<li>Spacer</li>
<li>Ultra</li>
<li>Archotech</li>
</keys>
<values>
<li>0.01</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
</values>
</chances>
</ModSettings>
</SettingsBlock>
#4
Releases / Re: [1.0] Mend And Recycle
December 15, 2018, 11:45:19 AM
Nothing. No errors/warnings whatsoever. Guess I'll try reinstalling the game, though I doubt that's gonna help, since I did nothing to it other than install mods.
#5
Releases / Re: [1.0] Mend And Recycle
December 15, 2018, 10:40:48 AM
There is a bug where the pawns just endlessly "work" on the bill (both mend and recycle), with mend kits enabled or disabled. The pawns just stand there, no skill increase, no change in the progress bar above the clothing item (which appears to be the item's hitpoints). There's also the occasional "failed" floating text (even with fail chance set to 0), after which the progress bar disappears, but the pawn still just stands there, as if it's working. 

Tested this in new games with only (Core and) Mend And Recycle mod(s) enabled.
Game version: 1.0.2096 (64bit)
Mod version: 1.0.1.1

Anyone else experiencing this? Or did I do something to my game installation?
#6
Any chance of a 1.0 release? This is pretty much the best armour mod around, and I hope to play it now that the game is officially released.
#7
Hope a 1.0 version comes out sometime. It's the only mod I can find that has actual tiered weapons, instead of just throwing in every weapon the authors could think of.
#8
Quote from: Granitecosmos on September 09, 2017, 07:07:17 AM
Quote from: ShEsHy on September 01, 2017, 08:03:07 AM
There seems to be a bug where workers re-calibrate (repair) armor that is already fully repaired. This leads to an endless cycle of re-calibrating the same piece of armor while ignoring all the other (damaged) ones.

Not really a bug. I expected players to understand how bills work, guess that's a luxury nowadays. You've got to set either the item health on the bill to only allow armor that's damaged OR you can limit the zone the bench searches for input items and make a stockpile nearby that only accepts armor that's damaged.

It's not rocket science.

I might rework that function though, maybe add my own workbench and make it fueled with plasteel and components or something, with each calibration taking a set amount of fuel. But that probably won't happen before A18 is released.

I have set the bill to re-calibrate 0%-99% (even tried 98%), and it makes no difference (maybe it has something to do with how any armor changes to Unfinished such and such when re-calibrating, which is always at 100%, but that's just an uneducated guess).
Also, since there is literally no point in re-calibrating items already in perfect working order, I really cannot see it as anything other than a bug (or a mod conflict).
You do have a point about making a stockpile next to the bench that only accepts damaged pieces. If nothing else, it'll let me see when there are no damaged pieces left.
#9
Is it possible to make it so that these conduits replace the vanilla ones (like floors do) and when a building is placed on them, they disappear? It drives me crazy that half of my base is covered with vanilla conduits and the other half with the reinforced ones
#10
There seems to be a bug where workers re-calibrate (repair) armor that is already fully repaired. This leads to an endless cycle of re-calibrating the same piece of armor while ignoring all the other (damaged) ones. The only workaround I've found is to manually keep track of the re-calibrating process, then forbid the finished pieces one by one until they're all fixed, then suspend the bill until the next round of re-calibrating.