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Messages - Drahkon

#1
Be handy to be able to import directly from a save file in cases like this.
#2
Ideas / Re: Marking A Prefered Path
June 15, 2016, 03:15:39 PM
Could probably just artificially boost the pathing cost for natural flooring, making it prefer not to use it. As I understand it to save cpu cycles the pathfinding doesn't look for the best path, stopping it's search when it finds a 'good enough' one. Having it try constructed flooring before natural may help efficiency in that case.

So I guess that'd be my suggestion, have it look at constructed floors first while pathfinding.
#3
Ideas / Re: Change auto target for pawns
June 10, 2016, 12:52:49 AM
Or to say it the simplest, aim at the enemy you're most likely to be able to hit?
#4
Gotta say, the number of pawn spawns before it began causing errors was quite high, it's no wonder it wasn't caught in testing.
#5
Bugs / Re: switched off things breaking down
June 10, 2016, 12:31:59 AM
Eh, I was just approaching the problem from 'making it work' view.

From the perspective of 'how would I do it that makes sense'..

I'd got with a storyteller event, event triggers, it picks some number of items to break based on total breakables, those items are flagged. If the item is powered and an 'always on' item, it breaks then, if it's a workbench, powered off, or something else along those lines it 'breaks' when powered back up/used by a pawn, or whatever is applicable.
#6
Sorry there, thought I got that in there, fixed.
As hinted by the name, the save was started during the last test release that went public before mods were updated, so there shouldn't be anything modded there unless I mucked up somewhere.

Edit: did just notice that the world is from 1127, odd, usually start  afresh one. Trying to repo on fresh world/colony while i have some time.
Edit2: there we go, new world, new save, spawned a boatload of visitors/raid/trade caravans for a bit. Once the error popped I let the mess die out and saved. Load up the new one, dev a 3000 point raid and most of the time the error hits.
#7
Bugs / Re: switched off things breaking down
June 08, 2016, 01:56:05 AM
Not quite, since by calling it at the end of the pawn's job interacting with the building, it ONLY occurs when the building is in use, thus no need to make a check.

Just suggesting that instead of trying to initiate a breakdown, then try to see if the building is in use, when a building is used, do a breakdown check. Any building that isn't 'used' by a pawn can be assumed to be 'on' any time it is powered.

Though depending on the structure, may spread the problem out, requiring calls from multiple locations.

Edited for clarification. Also: a public prop for in use would still be quite useful no matter how this is handled.
#8
To answer your question, amputating and replacing the kidney appears to work fine.
#9
Bugs / Re: switched off things breaking down
June 06, 2016, 05:21:52 AM
Had wandered off, but thought of a possible fix and swung back, though it would require a change to how the event happens at all.
The current 'breakdown' event could only apply to powered on 'always active' devices such as lights, heaters, generators, turrets.
For items that are really only expected to break during colonist use such as workbenches they could instead have a 'chance on use' to break, normally quite small but increased by being damaged, pawn skill could even factor in slightly.  Perhaps an event could be made of that as well. 'A plume of an unknown chemical clouds the area, all equipment will break down more easily until it has passed.'

Shouldn't hit performance that had this way I think.
#10
Ideas / Re: Hysteresis
June 06, 2016, 04:49:15 AM
Quote from: hwfanatic on June 03, 2016, 04:32:37 PM
Just had a thought how you can get sort of a similar effect with current game mechanics by dropping the meals on the floor. There will be a some overproduction depending on how busy your haulers are.

I deal with this sort of issue myself. Say my main stock for something is at normal priority, I set 2 zones at my point of use location, one at preferred, and a small one at normal closer to the point of use. The normal zone gets burned first but not refilled since it's not higher priority than main zone, once they get into the preferred zone someone grabs a stack, tops off the preferred zone, drops the rest in the normal one.

Also do similar to this for small zones with stackables that get high traffic such as meals, keeps them better stacked saving space and since the bill is drop on floor, gives them a place to efficiently drop the extra. 20 piles of 1-3 meals each is annoying >.>

Edit: Aaand now several days later I see I screwed to quote somehow.. was supposed to be about:
Quote from: Vaporisor on June 03, 2016, 03:14:20 PMDarn  full time hauler picks up full stack of food and runs it to replace six there and then back to main stockpile with the surplus.  By the time he drops it off, another prisoner has grabbed food and that hauler does it all over again.  It drives me batty.


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#11
Sorry about that, working a lot of hours lately, loaded up a late game with no mods enabled, dev spawned a caravan, error pop, save and log link.
https://drive.google.com/open?id=0BzbMtxHC8p0sYlB1X2RVRmRRZnM
#12
Haven't played recently, but I can confirm I've seen that error before at least a couple times, though it didn't cause any lagging or locking up, and I don't have any of those mods. This may be vanilla. I'll see if I can find to to try and repo. Stupid job.
#13
In that case if you could add the override, I'd still love to have that =)
#14
Ideas / Re: Lightning Rod
April 22, 2016, 04:11:24 AM
Flashstorm on the other hand is an event, it's a fast chain of lightning strikes across a fair sized portion of the map. Can always kick dev mode on for a moment and check it out.
#15
Ideas / Re: Hunting Accidents
April 22, 2016, 04:07:25 AM
Longer aim time and heavy boost to hit chance while hunting if the animal isn't attacking? Like a bonus careful shooter, after all they have time to take to make it count.