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Messages - mussi

#1
Bump!
Anybody?
#2
Thank you for all your great work here. Please, consider posting the source code so other programmers can continue developing this wonderful mod. And good luck with your future projects.
#3
Mods / Re: [Mod Request] Delayed Infestation Spawn
July 06, 2016, 11:16:49 AM
You can do it yourself by editing the Incidents_Bad_ThreatsBig.xml file, which is located at \Mods\Core\Defs\IncidentDefs\ inside your game folder.
First make a backup of that file and then open it with any text editor, like Notepad.
You have to insert the line <earliestDay>60</earliestDay> for the Infestation incident.
It should look something like this:
  <IncidentDef>
    <defName>Infestation</defName>
    <workerClass>IncidentWorker_Infestation</workerClass>
    <letterLabel>Infestation</letterLabel>
    <letterText>A bug hive has emerged! ... etc...</letterText>
    <letterType>BadUrgent</letterType>
    <baseChance>3.0</baseChance>
    <earliestDay>60</earliestDay>
    <minRefireDays>20</minRefireDays>
    <category>ThreatBig</category>
    <pointsScaleable>true</pointsScaleable>
    <minThreatPoints>400</minThreatPoints>
  </IncidentDef>

You can edit the number how you like it, 15 days being 1 month in game. Also you can lower the chance of spawning by changing <baseChance> and with <minRefireDays> you can increase or decrease the time between spawns. Have fun! :)
#4
General Discussion / Re: Crafting experience
July 04, 2016, 10:54:42 AM
Gladius and Duster have the best ratio between work amount and materials quantity. See attachments for more details.
Also the experience from stone cutting has been lowered significantly in the last alpha(s).

[attachment deleted by admin - too old]
#6
Quote from: cultist on May 06, 2016, 06:51:57 AM

You can leave anything from the raw resource category (except hops) outside without fear of them deteriorating, but do you really want your gold, silver and jade lying around outside and possibly getting lost in a freak fire?


Well, guess what? Steel, plasteel, gold, silver and all the stone blocks (not chunks) are indestructible. Jade and uranium are destructible.

I wasn't aware of that until now, when I did some testing in Dev mode (explosions and lightning strikes). So if an item has no HP bar (those x number / x number under the name) then it's indestructible.  :)
#7
Quote from: Chibiabos on May 06, 2016, 02:13:27 AM

Components definitely decay if left out and get rained on, I've seen that happen several times so I wait to deconstruct ship chunks or mine compacted machinery until I've got haulers ready.  Meats and corpses do decay in the rain, losing HP (but meats will tend to lose fresh status first).  Corpses will rot and become dessicated if not frozen, they take a long time but gradually do lose HP.  Cloth (harvested cotton) decays in the rain kinda quickly.

Those components must have been damaged from explosions, fire, bullets or lightning, but they don't deteriorate if unroofed/in the rain. All things can lose HP from damage.
Deterioration is different from rotting, so meats and corpses decay only if unfrozen because of the rotting and not because weather (in the game of course).

Look at the Stats tab in the View information panel of the item you're interested in and if it has Deterioration rate then it will decay when unroofed/in the rain.
Components, meats and corpses don't have that stat. Beer has it but is zero.

Easy way of testing is using Dev mode. Spawn the items you need, outside without roof and under roof, and then change the weather to rain, switch to fast forward, wait and see how it goes.  :)
#8
Basically what Chibiabos said before but with some corrections.

Quote from: Chibiabos on May 05, 2016, 11:20:57 PM
These things deteriorate outside on their own, gradually losing hit points and disappearing if they reach zero:

  • All food (all meals including Kibble and Survival meals), all raw vegetables including hay, all animal products including fertilized eggs, all raw meat, all animal and humanoid corpses (whether fresh, rotten or dessicated -- but they seem to deteriorate very slowly, dessicated corpses can take several years to reach 0 hit points and disappear on their own), hops [not considered a vegetable])
  • Components
  • Wood
  • Cloth (other textiles don't seem to, oddly -- someone correct me here if I'm wrong?)
  • Artillery shells
  • All weapons
  • All apparel
  • All medicine


Most of this things can be left outside but need to be under a roof, just think like if it rains on them they will deteriorate.

Components, leathers, skins, furs, hyperweave, glitterworld medicine and beer can be left unroofed/in the rain.

Wood, cloth, wools, synthread, devilstrand, weapons, artillery shells, apparel, medicine, chocolate, kibble, survival meals, insect jelly and fertilized eggs can be outside but under a roof.

Meats (and corpses I guess) can be unroofed/in the rain but must be frozen.

Equipment racks act as roofed, but you can store only shells, weapons and apparel in them.
#9
General Discussion / Re: Hey all.
April 26, 2016, 09:25:39 PM
If you're not familiar with the game, haven't seen any Let's play series, I suggest to start on rough. Anyway, you can change the difficulty in the Options menu anytime you want.
#10
General Discussion / Re: General base layout
April 26, 2016, 04:27:06 PM
Quote from: keylocke on April 26, 2016, 03:57:05 PM

meanwhile, the wind turbines are 5x18, the solar panels are outside that range so it doesn't affect the wind turbines.

What I was saying is that solar panels won't affect the wind turbines even if they are inside de 5x18 zone. See attachment.


[attachment deleted by admin - too old]
#11
Outdated / Re: [A13] Roof Support Guides
April 26, 2016, 04:01:33 PM
Pretty useful mod. You should ask Evul or another moderator to move it from the Outdated subforum.
#12
General Discussion / Re: General base layout
April 26, 2016, 02:47:02 PM
@ keylocke, you know that solar panels can be placed inside the wind turbines' space without blocking them? Or set a growing zone there.
#13
Hello everybody! I would love to have back the "Set forced target" (manual targeting) option from previous alphas. If anyone could mod it back in alpha 13, it would be so wonderful. Thank you! :)
#14
Mods / Re: [Mod Request] Snappy Dresser
April 24, 2016, 04:59:51 PM
I would love this mod or something similar.
#15
Outdated / Re: [A9) Snappy Dresser. v0.5 (2015-2-22)
April 24, 2016, 04:55:37 PM
This was such a great mod.