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Messages - Turtle Dude

#1
Quote from: Canute on May 21, 2015, 07:25:26 AM
There is a big problem with the jobgiver when there is any cargo.
Once there is one cargo made, most hauler want one and refuse to haul without one. You notice this that these pawns are idle and wandering around.

Once i deconst. all cargo's, all the hauler do their work and don't stay idle.
Forbiding the cargo don't help, it is the same when you don't have enough cargo's for all hauler.

This bug is caused my game code, or a very small but very hard to located issue that was brought up before. If you forbid all Cargo's your people will go to work like normal, but if one is left allowed to be used they will idle due to this bug.

I forgot which one it was, but either saving and reloading, or restarting your client fixes this issue, allowing them to continue using the Cargo's.
#2
Ideas / Re: harvest bionics from corpses
May 13, 2015, 12:21:21 PM
I would agree to being able to take bionics from dead should be possible, or at the most be able to get metal, from them if cremated.
#3
Ideas / Re: Backlog, please?
May 07, 2015, 01:38:49 AM
If there was a backlog maybe put them in the history menu  were all the raids, and bad things end up as a small red dot above the chart, have the messages end up as blue maybe below the marker, or some were similar. +1
#4
Ideas / Re: Do Not Enter Zone
May 04, 2015, 09:14:05 PM
Same also if you have time, you could post this on the mod section as well, if it doesn't get added, maybe a person that has the same issue and wants a way to fix that issue could possible make this.
#5
Ideas / Re: Do Not Enter Zone
May 04, 2015, 04:35:55 AM
There should be a few types of thing for all purposes +1.

The main thing I would want during a raid is a type of button simple and sweet that can be toggled, and creates this type of field completely around my home region, this would keep any of my annoying colonists from going hunting right into a pack of 20-40 tribesmen raiders.

If there was a region type, for this it would be nice to be able to place them in front of say turret, or even sandbags. I've had 3 villages die instantly (reloaded a auto save after this) that pathed instead around the defends while they were farming and hauling, they decided to walk in front of my 4 mini gun wielding defenders... It would be really nice to make a way they wouldn't do that, and be like a normal person and go around a gun fight, not through it.
#6
Quote from: BBream on May 03, 2015, 06:23:54 AM
Quote from: NocAdsl on April 26, 2015, 10:11:47 AM
-snip
...

#3:
The fence part, it would be more like creating an area, that for tamed/domesticated (hopefully spelled correctly) animals will feel better/safer in (Tamed animals can go berserk if they go hungry, feel unsafe, or attacked (if possible).

#4:
Melee version of the stun gun could be the cattle prod.

#6:
If you go beyond what is needed for the mod, maybe making each animal have a special food, for faster/better chances taming.

#10 (extra):
Is there a way to make the animals mount the Cargo causing it to be faster, or even maybe making a Wagon, that 2 things can mount (animal[mufflo], and colonists)? Allowing the colonists to do the hauling, but with a better speed than normal running.
#7
I don't know many that do energy well, but if you are needing energy still and can't find one using wind turbines do help, I have 20 of them and at times I get almost 60k or so from them all.

If you still want the mods I would look into the ones that add new crafts some of them do provide nice new energy sources though I've seen many only based on geysers.
#8
Ideas / Re: Game Too Based On Turrets? Ideas?
May 03, 2015, 06:21:08 AM
One way to decrease the need for Turrets is to change how guns can be used, one way is to make attachments for guns, similar to how a LMG by default should have a bipod allowing them better range, and accuracy. These there would/should be attachments for almost every gun, and would need to be crafted, and then told to add the attachment on (this needs a crafter as well) the better the gun means the more attachments (max 3-4, and some guns having one by default[sniper=scope, lmg=bipod]). This would cut the need for turrets down a lot and the need for good weapons/attachments for weapons more then cheap turrets due to making the guns better than any turret, lets picture 5 colonists with miniguns (attachments are: bipod[better accuracy, slight range], reflex sight[better accuracy], and extended "clip?" [more bullets fired per turn]), these 5 people could destroy 10 people each, meaning up to 50 people with a made town/kill area, and have almost no need for a turret that would have taken up needed resources that could be used to say repair, or even make these types of weapons.

Sorry for the long post, if you don't want to read it you don't have to.
#9
If you created these types of doors it would also be good to setup a leader ship in the colony that way leaders can be allowed to open doors that other could not similar to a permission system, but less of a AI driven event. This could still take up more room, because if you also added the can haul if no one inside or something like that so if no one is asleep anyone can go inside to grab/fix/clean something.

The idea is a good one, but how it can be implemented would be hard to satisfy with out causing issues to jobs the colonists normal have to do.
#10
Quote from: Quasarrgames on May 02, 2015, 10:15:16 PM
...

I've had one with blood lust, but with 2 mental break + modifiers on top of that that made him break if he didn't sleep on time so the last one sometimes works, but not all the time. I instead used him as bait he was the person the joined as my 4 colonists don't ask me how I kept him so long I don't even know, but after my 11th colonist joined I used him with a club and make him run head long into roughly 10 tribesmen, and made them start there assault, and it was well worth it. I got 2 prisoners out of it.

Also +1 I would rather have a way to doesn't do hard damage to my colony instead of killing them, or selling them off to a slaver (They usually pay well after a bit due to the fact they have good skills back not the best due to the back modifiers.).
#11
Mods / [Mod Request] Colonist locking doors
May 02, 2015, 12:50:22 AM
I've had an issue since the start of any of my colonies, why is there a debuff for desturbed sleep, when I give each colonist a door? Why can't the colonists lock there own bedroom doors, so that no other person comes in and disturbs them?

Don't know if it can be done but would be a nice addition make them act a bit more like people wanting a good nights sleep
#12
Quote from: BBream on May 01, 2015, 12:49:00 AM
3) Backpack
Colonist not use backpack by themself. It is only used by player. I don't have plan that colonist do haul with backpack. Backpack is for additional equipment and consumable item.

Odd because before most of the leak was fixed it seemed that they used the backpack themselves, and if they were say doing a job like building they would store items inside the backpack and take them to the crafting/building place and use them/place them there... Well that just show me you probably fixed a bug without knowing it, or that maybe that was the reason for the massive leak is that they treated the backpack similar to the cargo, I don't know but that is actually really odd now.

Another question, is the slot the backpacks use new, or old? Because I'm wondering if it might just be that the game wasn't really built to handle the inventory space in the equipment of a equipped item. Thus it would create a issue either error, or leak depending on how it's coded.

Foot note, and sadly I can't post on the bug forums due to them not accepting bugs while mods are active stating to post those bugs on the "Mods thread" which like you stated it might be an issue with the game not the code.
#13
I would love to say I've been testing the code every which way to Sunday... but I don't know much of C#, It's the only other class that I'll be starting either next school semester, or later so I've been looking at the code trying to find out how to copy and past the Debug code into every place I can (If this would even work, by that I mean test the memory/results of every loop to find the leaking area) to try and get a completely grid map of every thing within your code, and then find the code from the game to place in there. Sadly no luck and with finals week only well a week away taking the time to learn it is almost null.

Sorry this isn't a helpful post I just hope any issues are fixed.

Also on a side note I'm seeming to having an issue I still get odd errors (Ones not produced without your mod active, but might be due to compatibility with another mod)

JobDriver threw exception in Tick. Pawn=Engie, Job=Hunt A=WildBoar_Corpse3354649 B=(208, 0, 188) C=(0, 0, 0) Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0


And it seems none of my guys are using the space in the backpacks anymore, this might be due to a glitch on my part but even making take them off and go grab and put them doesn't make them use it. They just seems to prefer using there hands, and not putting any items in the backpack.
#14
Quote from: Ninefinger on April 29, 2015, 04:59:33 PM
Quote from: Turtle Dude on April 29, 2015, 02:09:43 PM
...

I've gone through the backpacks gizmo file it seems only 1 part runs on an event trigger run by the FloatMenuOption I'm wondering if hauling has an event of it's own that can be used as a trigger, which all the backpacks can do is if event is triggered, it can then check for space in backpack, and then if there is space do the rest of putting the item into memory and placing the image into the backpack slot. This would allow for a termination through the hauling event. Because it seems like there is no termination for the backpacks and it continuously tries to find the image/item for the slots in the backpack by what I can see.

I'll I can say is I hope this maybe help

I'm not a expert, I've only been messing with code for college classes for a year and a half so if possible take what I say with a grain of salt.
#15
I know you said you gave up on looking for the leak, but if you do look I know this might be information you already have since you are the one coding, but with the chart you posted all I can see is a step to every tick, meaning that the memory leak is caused by a loop that seems to either never stop trying (no termination point) or gets stuck. But I also have a bit time with the mod, and noticed that the leak happens when the game is paused and even when all colonists are idle (I trapped them to test this). So wouldn't that make the leak in a part of a loop that doesn't need them to cause an action to happen (such as picking up an item)?

I've by doing small tests over the time I'm able to play seeing if there is a ways to make the leak expand (nothing has), or stop (pausing the game doesn't work, neither does trapping them in a room with nothing it in to idle them all) only taking off the backpacks has actually stopped the leak.

Sorry If I'm only confusing you, or just being annoying (I've been told I can do both easily, not a good talent to have...).