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Messages - Asfalto

#61
Just noticed a bug.. maybe

I currently run a colony with only 9 colonists, and i had 5 crawlers for hauling.
The map isn't the biggest one, i think it is the 4th biggest map size available, but this doesn't really matter.
I mean: i noticed a UBER lag. i couldn't play anymore, it was like my other colony with 60+ colonists, where i tried to "stress" the game. But with only 9 colonists.

So i thought about the crawlers. Well, three out of 5 were harmed, and were moving slowly in the base (around 2.50 speed), more or less idling around.
I think that's because other healthy crawlers (and colonists) hauled things even before those harmed ones could notice it.
I killed them, kept only the healthy ones, and the game went back to normal


Hope this helps
#62
Outdated / Re: [MOD] (Alpha 8) Helpful Floors Mod
February 06, 2015, 04:23:09 PM
Will try it, i love the fast walking floor. It should "force" pawns to walk in the middle of my 3 step corridors.
#63
Quote from: Orion on February 06, 2015, 03:18:19 AM
Seems like the recalling bots feature is really high on everyone's priority list. I never really had much problems with it myself, but it probably is quite handy. I'll see what I can do, guys!

Much love.

I managed to handle them, even big numbers, still i'd love that terminal with few functions

Thx!
#64
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 05, 2015, 09:13:07 AM
Nice, will try iit
#65
Quote from: skullywag on February 04, 2015, 05:16:02 PM
well the core not getting power during eclipses/flares would be your events no need to add specific ones.

Any interest in adding yourself the two commands i was talking about?

Or telling me at least where to look..

ty
#66
/\

Nice.
#67
Quote from: smoq2 on February 03, 2015, 03:10:27 PM
Ok, I did it. My changes:

* unforbid all dead animals that aren't in a stockpile regardless of where they are on the map
* unforbid everything in home zone if the item is not in a stockpile
* designate chunks for hauling in home zone if the item is not in a stockpile

There is a problem however. The mod seems to work only with colonies created after the installation. Loading an older colony causes the script not to update.

I don't know why and do not wish to upload it anywhere until someone tells me why it is so.

cool ;)
#68
Update: i tried to lookup in the decompiled files to "translate" the commands of the other mod (the gather colonists command from the tactical terminal) and i concluded it's out of my league, for now.

I understand what i read, but i don't understand how and where to modify the terminal to add a simple icon to call your crawlers :(
#69
Quote from: Hayhorse on January 25, 2015, 05:32:02 PM
Quote from: Asfalto on January 25, 2015, 04:36:17 PM
Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

The organ/limb bug with dead bodys is a known bug with a8. And I think you meant to post this on the Extended Surgery and Bionics thread not Apoth. BTW Extended surgery shoulders are bugged.

True.

Sorry for mistaking one mod for the other :D

thx
#70
Quote from: Orion on February 03, 2015, 09:23:49 AM

Maybe I should add that you can build an AI control center (friends call it "HAL") that is foolproof and incapable of error which controls doors (they open faster!), sentry guns (improved targeting algorithms!), bots (they break down less often) and other facilities. Obviously this one will never malfunction, go crazy or try to subtly manipulate your colonists into killing each other.

Yes plz!

I'm trying to understand how to do it. I thought maybe to look up in the code of another mode, (i think it's the Tactical Computer in Miscellaneus+MAI mods.), it already has 4 functions, call here all armed, call here all unarmed, call there and call there.

I'm a noob here tho, i know how to change xmls, not real coding. So.. plz do something!

It's saaaaad to see my crawlers go suicidal trying to haul something while under siege :(


#71
Actually, i do like the autohauler function (with many attackers it's very useful), i just don't understand why it keeps reselecting for hauling the chunks i already moved into the designed storage

Hm?
#72
Would it be hard, for my personal use, to create a console with a "call all crawlers" command, and a "back to work" one?

When under attack it's really sad to watch them go suicide hauling stuff around..
#73
Mods / Re: Hierarchy
February 01, 2015, 12:41:50 PM
Cool idea
#74
Mods / Re: [help request] trading beacon command line
January 27, 2015, 01:35:03 PM
Quote from: mipen on January 25, 2015, 06:03:34 AM
If you're interested though, and want to do a bit of c# coding with it, you can use Ilspy (or .NET reflector) to decompile the Assembly-CSharp.dll file, then search for the class "TradeUtility". This has the function that gives the list of all items currently tradeable. There are also other classes with some useful functions that you can use, just search "trade" and they should come up

Thank you both, will try something ;)
#75
Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

thx