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Messages - Sinza

#1
Quote from: Netrve on February 29, 2020, 10:29:25 PM
Hmm, I don't know how much time or motivation I will have, but I'm currently looking into overhauling the database and the code a bit to properly conform to the 1.1 Update. I also plan on supporting the dependency tags within the About.xml, but I will have to see how that goes.

Shakeyourbunny, would you mind if I open a new thread for RWMS 1.1? The next release I have coming up moves the URLs to my fork and already has some unknown mods added, but I do plan on changing the format of the database. So I'm not sure if it is best to keep this in the same thread or not.

For those interested, the new version can be found on the BitBucket repo already: https://bitbucket.org/Dakraid/rwms/downloads/rwms_sort-0.96.2.1-unofficial-win.zip

Just tried your updated Fork and it works as expected. It also threw out quite a few unknowm mods. Here's the list just because i'm not sure if it should be posted to the original issue tracker.
Thank you!
#2
Great Mod, thank you for developnig this!
Maybe you could consider this idea:
Because the colonists drop from space in thier drop-pods while being awake i would see it as reasonable when there were no thick-FoW on the starting tile. An option for disabling the thick-FoW an the starting tile or in general would be nice.
Greetings, Sinza
#3
Well.....
my colony counts now 252 days and just now i got the splinter event a second time. Again three colonists left to found a new colony and left two others behind. Is it just me or should this not happen so frequently?
May the psychology mod have an impact on this?
Greetins Cedric
#4
Quote from: Wishmaster on March 14, 2017, 01:12:39 PM
2.0 version coming soon ! With UI, customizable policies, fixes and more !
Also that bug with wild animals hunting visitors will be fixed.

Great! I'm loking forward to that.
Keep up your good work.
#5
Quote from: dubwise56 on March 14, 2017, 04:54:27 PM
It gets scaled up in the code, i made it 3x3 because i was getting some strange overlap problem with the glow grid where sometimes cells would be stuck at 50% lit when they should be 100. So you have to stick to 3x3 lit area with 2 cell gaps between each light. I fiddled around some more today to see if i could work out why it does that but didn't get anywhere

Ok. Thank you for your answer and for your great mods!
Keep the good work up.
#6
Ok. Good to know.
Will you release an update for SFS?
#7
Hey Dub,

is it possible to increase the area which is lit up by the windows? I would quite like it to be the double range.
I already tried to change the code like this but this didnt change it:

<comps>
<li Class="CompProperties_Glower">
<overlightRadius>8</overlightRadius>
<glowRadius>5</glowRadius>
<glowColor>(0,0,0,0)</glowColor>
</li>
</comps>


Greetings Cedric
#8
QuoteI didn't know about that VG feature.
My mod overrides leathers defs so they "naturally" stack, and you can use identical leathers from different specifies together for tailoring.
Great. I didnt know about the second feature (Using different spcifies together).
Does this prompt (see attachment) come from your mod or from the VG mod?


[attachment deleted by admin due to age]
#9
Releases / Re: [A16] SeedsPlease!
March 14, 2017, 06:29:42 AM
Quote from: burnsieslife on February 22, 2017, 06:09:22 PM

Aswell does any one know what the number behind haygrass means?
Spawned thing with 0 stackCount: SeedHaygrass460423


I'm getting the same error.
@notfood is there any ad hoc fix for this?

Greetings
#10
Quote from: Wishmaster on March 10, 2017, 02:37:48 PM

There are as many tiers as different leathers.
Different tiers are sold for the same price because all merged leathers have the exact same market value.

What do you mean less tiers ? Every pawn made of flesh has a leather def.
I can't reduce the number of tiers/leathers further losslessly. It would ends up overriding original leathers stats, what mod currently does not.
I could however give back original names to leathers that are only dropped by a single race....

...

What i had in mind is what is done by the Mod Vegetable Garden. It gives the possibility to merge different leathers into a combined leather to avoid having small useless stacks of specific leathers.
I didn't try it out yet but i'm curios to see if it works with your mod.
#11
Quote from: Wishmaster on March 10, 2017, 05:09:18 AM
Quote from: Sinza on March 10, 2017, 04:13:19 AM
Hey Wishmaster,

i had a bug where the chicken in my colony werent eating grass from outside. They were rather starving to death if they had not any other source of food. After disabling the "Control over Pets" in the advancend options it was fine again.
Also i recognize that my colonists dont seem to prefer the meals from the nutrient paste dispenser. For one they dont even use the nutrient paste dispenser and when i let the nutrient paste dispenser give out some meals they still prefer the berries from the hopper for the dispenser.
I'll post my log file and my modlist just in case they might help you.

Greeting Cedric

Quote from: Canute on March 10, 2017, 04:55:00 AM
Berries allways was a more enjoyable food then nutri meal.
You should plant rice,corn or potatos if your pawns should use the NPD.


No, he is right. The mod has a default setting so pawns should prefer paste meal over berries and milk (they 4 times more cost efficient !).
It's very likely because the "waste" factor I set in food selection in too important: human pawns should indeed prefer nutri paste but only if they are starving or close to (try it out !).
Otherwise they "think" they're wasting too much nutrition with a meal that gives a just little more nutrition than required.

I'm sad SFS is so buggy I'll fix this in the next version aswell as some other issues.
It will also take the meal costs into account.

And thank you for the log. While it doesn't help about the related issue, I got precious information related to compatibility with other mods !
Defs such as AIRobot_Hauler_Corpse from Misc. Robots seem to be considered like humanlike corpses.

edit:
Seems like AI robot corpses are never seen as they explode on death (thank you falconito). I don't use this mod !
Log still has a useful compatibility report for other mods.

Kudos for your fast answer!
Well, i dont mind if it's still a bit bugged. It does already improve the gameplay expierience!
Your Mod "Too many Leathers" is nice too. But i think i recognized that the different Tiers are all sold for the same price. Is this intended? And also... wouldn't it be even more practical if there are less Tiers to reduce the clutter further?
Greetings
#12
Hey Wishmaster,

i had a bug where the chicken in my colony werent eating grass from outside. They were rather starving to death if they had not any other source of food. After disabling the "Control over Pets" in the advancend options it was fine again.
Also i recognize that my colonists dont seem to prefer the meals from the nutrient paste dispenser. For one they dont even use the nutrient paste dispenser and when i let the nutrient paste dispenser give out some meals they still prefer the berries from the hopper for the dispenser.
I'll post my log file and my modlist just in case they might help you.

Greeting Cedric

[attachment deleted by admin due to age]
#13
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 18, 2015, 12:59:45 PM
Thank you simon!
I'm happy to see that you're reacting this fast to suggested improvements.

Any opinion about my suggested workaround for the windows?

The caveworldflora mod is really nice, a good idea to add that!

A few other mods i found really useful in the past are:
- Brighten from Latta's small mods -> https://ludeon.com/forums/index.php?topic=11171.msg111224#msg111224
- Medical Drinks from yMods - Small Vanilla Enhancements! -> https://ludeon.com/forums/index.php?topic=10850.0 (sadly out of date)
- Do not Disturb and Smooth Walls from e's small mods -> https://ludeon.com/forums/index.php?topic=16098.0
- Mechanical Walls from Mechanical Defense 2 -> https://ludeon.com/forums/index.php?topic=7380.0

Maybe you'll find the one or the other also useful.

Greetings,
Sinza
#14
Outdated / Re: A few Issues
November 17, 2015, 03:34:28 PM
Something else that bothered me a bit:
The roof support doesn't show the reach of it. Is this intended?

Quote from: simon-82 on November 17, 2015, 02:02:00 PM
Yes the windows are mostly cosmetic. Ourside light won't come through. The only way to get sun into a room is by unroofing it I am afraid.

Thats sad to hear... Maybe changing the windows to be a lightsource with a timed or to the outside lighting conditions connected function would be a workaround?

Quote from: simon-82 on November 17, 2015, 02:02:00 PM
Thanks for the other suggestions.
As for the trees, I think that wouldn't be possible. I would need to make all soil growable again.

If you dont mind getting some suggestions i've got some more :)!?

PS: For the extended Power Switch functionality there is already a mod:
https://ludeon.com/forums/index.php?topic=2890.0
#15
Outdated / A few Issues
November 17, 2015, 01:48:10 PM
Hey simon,

i really like you modpack so far!

Some things that seemed to not be intended:
The central heater and cooler system seems to be unbalanced:
I've got a central temperature Room to provide my whole base with a constant temp. Since now I've placed a lot of duct intakes in that room but the temp. in the Rooms where the smart duct outlets are doesn't ever seem to reach the set temp.
Screenshots:
http://imgur.com/IxGb5DC
http://imgur.com/gq1jAIn

Also the electric oven seems to broken. None of my given tasks are getting done.

The windows are only letting artifical light through. So they are lighting the outside at night but during the day they dont have any purpouse....

A few things which i would be really happy about are:
Invisible power conduits.
Power switches with a movement detection and a timer.

A thought about the growing system:
The possibility to grow trees only on cultivated soil doesnt seem reasonable because they are growing on uncultivated soil by themself.
If this is someting which isn't possible to change it wont be terrible.

Greetings and good luck for your project!
Sinza