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Messages - theorial

#1
Quote from: CannibarRechter on August 27, 2016, 12:38:01 PM
> I set the worktag to 65544 (65536+8) for mining

Is mining "manual skilled"? Anyway, I've had success making the hauling bot mine. I believe I just included both manual dumb (4) and manual skilled (8), just to be sure, as well as the 65536 mining value.

According to the tutorial for where to find the information it is. For worktags it lists 'manual skilled' and 'mining'. The 65536 is from the tutorial so if that's wrong (or outdated for whatever reason), then it could be why they don't work, but I don't know where he's 'extracting' those #'s from. Like I said, no errors or anything loading them up or in, no graphical errors, they just don't do anything when I click the 'play' button on them (green triangle/arrow thing). All the other bots work just fine. Yes I had stuff set to mine, my rich explorer guy was mining but the bots refused to do anything.
#2
Quote from: CannibarRechter on August 26, 2016, 08:41:53 AM
It's equally easy to modify the Freezer to accept meals. I think it would be better that way than making the trays freezers, as the tray carriers have a use case inside your large room-freezer, whereas the freezers have no real use case in your room-freezer.

Not really sure what you're trying to say. I don't personally use the freezers at all as I make a freezer room and use the food baskets to keep it neat in there. Personally I wouldn't mind having the option for both, but since my tray racks are now refrigerated, I don't need them in my freezer as I make just enough food to keep the trays full (of many types of food). Now I can put them in my guest room, my hospital, and my entertainment room (dining room) and sell off the rest of the raw resources with the autosell mod.

I'm not saying everyone NEEDS this or should do it, but if you DO, that's how you can do it.
#3
Hi. Just wanted you to know that I modified your tray rack to be refridgerated simply by adding

<comps>
       <li>
          <compClass>CommunityCoreLibrary.CompRefrigerated</compClass>
      </li>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>100</basePowerConsumption>
      </li>
      <li Class="CompProperties_Breakdownable"/>
      <li Class="CompProperties_Flickable" />
    </comps>


after the <surfaceType>Item</surfaceType> at the bottom of the tray rack file(Storage\Storage_TrayRack.xml). Seems to work just like the deep freezer that wouldn't hold meals (which I copied the freezer part of the code from). The reasoning? I like to place my food storage building away from the colony next to the crops. It's not really that far away, but my pawns keep 'eating without a table' because my main hall is where the table is (big main room with tables and joy objects, surrounded by 8x8 rooms). I could put a table in the deep freezer (28f), but that ruins the way I want them to play, which is eating at the dang table I destroyed and rebuilt 20 times just to get mastercrafted...

Anyway, not sure if you were the one who once had them, but I wanted them so I did something about it. Maybe you want to permanently add it or something since it's apparently very easy to do (thanks to your work in the first place though).
#4
Tried to change the gardening bot to a mining bot, didn't work.

Everything loads fine, no errors or anything, but once I'm in game and place the new bots, they simply will NOT activate and do their jobs. Not sure what you may need from me in terms of what I did, I followed your tutorial to the letter, only changing 'cooking' with 'mining' in your examples. I set the worktag to 65544 (65536+8) for mining. Any help would be great. Let me know what you need from me in order to solve this issue.


#5
Just wanted to chime in and say thanks for including version numbers in your mods (the folder names). I usually do this myself to other mods to keep track of what versions I have installed. Anyway, great mod and good logical use of folder names.
#6
Quote from: Rikiki on April 18, 2016, 12:06:31 PM
Quote from: theorial on April 18, 2016, 06:55:45 AM
I've come across something that [...]
You have surely not used the A13 download link. >:( M&Co. Common mod has been completely removed as its content is mostly part of the vanilla game now. :)
Check the mod's version in the About.xml file or directly in the game's "Mods" menu.

I was using the latest versions, I just didn't need the common part. I removed that and it's been working great so far.
#7
Quote from: Rikiki on April 18, 2016, 01:19:32 AM
M&Co. Common is obsolete thanks to the vanilla components. :)
So remove this mod and check the other M&Co. mods are in version V13.X. ;)

Sorry for your colony buddy... :-[

I will remove the common one make a new colony. It'll take a bit to verify the bench working as it's not available from the start now that I removed common. I'll update once I unlock it.
#8
Saw that, but to me that was a sub for 'how to mod' and not a mod help section. I've posted on the authors thread for their mod. I just needed to figure out who's mod it was (Rikkis M&Co).

I've since removed their mods and the offending bench is no longer there, so I believe I found the right mod(s). If this needs to be deleted by a mod, feel free to do so.
#9
I've come across something that has broken not only my current game save, but all prior saves as well. Something is broken with the electronics workbench. The game will work just fine so long as you don't power it up. You can build it, interact with it, see it's recipes, but as soon as you connect power to it, the game goes nuts! Screenshot below.

The screen grab is too big for these forums, so... http://imgur.com/fIt0VFJ

Not sure if it's a mod load order issue or something more serious. On another note, the mobile scanner works, but I could never click on it once it was built. It would still do it's thing, but once it was done I had to deconstruct it with a work order, it was the only interaction I could do with it. If you need anything from me, let me know.

edit: Removed your mods  :( and the bench went away, so It's confirmed it was from one of your mods.
#10
Quote from: Kolljak on April 17, 2016, 11:59:28 PM
Wrong place to post this.

Not sure where else to have posted this. I needed to find out which mod put the bench in and I couldn't find it in the descriptions of all the mods I have (I checked before posting). I have an idea of which one it is now, so I'll direct the error towards their mod thread.
#11
All has been going great, had 10 colonists going and I saw that I had an electronics workbench to build so I went for it. At first it wouldn't connect to the power, no options on the bench for 'reconnecting', just deconstruct. I ran wires directly to it, and as soon as it got power, my colors on the screen went all nuts like nayan cat, text all over the place following pawns like mouse trails. All weird colors. I saved it right before I built it, tried to reload the game to before I connected it with power, but no prior saves would load, "error loading map" on all saves. I was going to get a screenshot but I couldn't load the game again.

Here's a list of mods I run/ran at time of incident. If you recognize which mod it came from, please let me know so i can disable it and notify the author of the error/conflict. This should also be the load order as it was copied from modconfig file.

Core
  EdBModOrder v1.7.1
  EdBPrepareCarefully 1.11.beta1
  RW_Manager-0.13.0.2
  RW_EnhancedTabs-0.13.0.1
  AllowTool v1.3
  RW_MedicalInfo-0.13.0.1
  Hospitality 1.11a
  kNumbers-0.4.1-A13
  RebalancedSteelTrade
  RWAutoSell 1.1.0
  M&amp;Co. Common
  M&amp;Co. ForceField
  M&amp;Co. LaserFence
  M&amp;Co. MiningHelmet
  M&amp;Co. MMS
  Miscellaneous_Core v0.13.1
  Miscellaneous_Robots v0.13.1
  Miscellaneous_Robots_Xtension v0.13.1
  Additional Joy Objects v3.01
  Ancient Amulets v1.13
  CTS
  DefenceShield-DefenceShield1.4
  ED-MoreVanillaTurrets
  ED-Shields
  Expanded Power v1.00
  ExpandedProsthetics&amp;OrganEngineering v1.62
  LT_ADogSaid
  ExtendedStorage-master
  Extra Floors v1.14
  High Caliber v1.13
  More Furniture
  PersonalShieldMKII-PersonalShieldMKII1.3
  PowerArmourMKII-PowerArmourMKII1.2
  Powerless! v1.54
  Quarry v1.00
  Recycle
  Rimfire 1.9
  RimPharma v2.12
  Rimsenal
  Rimsenal_hair
  RT Fusebox
  RW_PawnBar-0.13.0.1
  Soda Brewing v1.50
  Vegetable Garden v3.5b
  ZenGarden v1.21
  [A13]Edge Technologies V0.15

#12
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
April 11, 2016, 01:02:27 AM
Quote from: Zebrin on March 13, 2015, 11:36:35 AM
Thank you for this. My colony has a "Guest" that had his leg shot off. You can't perform surgery on guests so I can't get rid of him. This is a pretty nice soft fix for that, and has added benefits of giving me a supply of new recruits I can pay some 300 silver for!

Change the bed they are in to prisoner, then capture them, and then you can put a leg on them. Best way to remove those accidental perma-guests.