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Messages - Matt Rethyu

#1
I'd love to have some way to count items not only in stockpiles, but also in specific storage structures like racks and fridges. That could be hard, but I have a few ideas how it could be achieved:
A "Count in radius" option, while not exactly fixing that, could help somewhat;
You could have renamed structures appear on the list - although the only renameable structure like that I know is the fridge from Rimfridge mod, if such functionality was available more would surely follow;
Or you could create a new kind of zone, "Designation zone" or something similar, that would be displayed on the list and count all the items in all the structures inside it - basically different from Stockpiles in that it wouldn't have storage capability of its own and could be placed over furniture.

Even if no such functionality is implemented, this is still an amazing mod. Cheers!
#2
Changing the name of the LT_RedistHeat folder causes a lot of "object reference not set to an instance of an object" errors in the log. You wouldn't think somebody would want to do that, but reasons. Also, great mod, you did amazing job here!
#3
Mods / Re: [Mod Request] Remote flicking
August 06, 2015, 07:14:36 AM
I'm not sure if you fully understood what I meant, but then again really I suck at explaining.
I am aware of switches mod, I use it, I love it. I know it's been here before Tynan added vanilla switches.
But switches like that have to be on the power line. They turn on and off power on the whole line that follows them, so I have to create setups that make use of it. It's absolutely doable, but I'm looking for something else.
My dream console is supposed to let me control every object on the map, separately, without having to be on the way between it and the power source. Basically, it's not meant as a switch that cuts power, but as a pre-alpha10-like way to control stuff, with only difference being that colonists have to go near the console for the sake of realism.
I would be just as happy with a mod that simply removes the need to "flick" stuff.
#4
Mods / [Mod Request] Remote flicking
August 05, 2015, 09:12:57 AM
Long, long time ago, in alpha 9 or so, whenever we wanted to turn lights off during power shortage or turn turret on when raiders attacked we could do it instantly (plus the time it took them to power on, but very nearly). It wasn't very realistic, I agree, but I liked it. Now we have to tell colonists to flick them on and off, which takes much more time. For that reason switches were sent onto us by Tynan, which helped a bit. However, even now it's hard to create a setup which would enable us to turn things on and off without colonists "running" around. (Lazy buggers, trotting in the face of doom.)

Therefore I invented something which would make it all easier, and not unrealistic. Remote control.

Yeah, I know.

Basically, I'd like to have a research project, after which I'd be able to build a console unit. After this was build every colonist which had "flicking" job would go to the console if it's closer to him than the actual thing he has to switch, and if there are multiple things to flick he would go to the console and switch them all at the same time.
The console could be potentially useful for more things, but let's not be greedy, I'm already asking for a lot.
#5
Help / Powering machines, deconstructing things
August 05, 2015, 08:46:00 AM
I have few questions about modding the game.
First, when you flick something needing power on, it takes few more seconds to actually power up, and it seems that that time is more or less random. Is it possible to reduce it to zero or very nearly so, so it powers almost instantly when I turn it on?
Second question, when I deconstruct things it seems I get 75% of original resources needed to build it. Can I modify it to give me 100% of them?
It seems to me that both these things are hard-coded, so I understand that it could be hard and I almost certainly won't be able to do it myself.
#6
Outdated / Re: [A11] BackstoriesCore Update 9
August 03, 2015, 09:26:18 AM
Quote from: mipen on May 15, 2015, 06:55:54 AMActually it is easy to remove existing backstories, I could add that functionality in if you wish.

So in theory, modification of vanilla backstories IS possible - you will need to remove them from vanilla game, and readd identical ones via your mod?
Just to be clear, I don't want to change them too much, since they are rewards for backers, but I wish I was able to put NAME instead of their names etc. so I could use them freely with Prepare Carefully.
#7
Is it working with Alpha 11b as well?