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Messages - Rorax

#1
Releases / Re: [A17] Fences And Floors v1.21
June 06, 2017, 09:53:18 PM
Hiya could you please provide a link the the A16 version of Fences and Floors? Unfortunately Steam Autoupdated and I lost my copy and can't play my game since I heavily rely on them.
#2
Quote from: Omniwatch on July 27, 2016, 01:30:37 AM
Here is a video i made to help people who are new to the mod understand it better, Its my first attempt at making video guide so please go easy ^^ (IMO I think i made it a bit too long)

https://www.youtube.com/watch?v=X6zXW4s2nCs

There is a couple of things wrong in your video.

1. when you showed cooling a distant room, you never changed the channel that the intake vent was on, it was still on /upper/ channel and not the lower channel,  your duct to the distant room was a lower duct. You need to make sure your intakes and out takes are on the right channels, you can't just have both on the same cell and expect them to connect to both.

2. the reason why the duct cooler wasn't working is like the screenshot shows at the top of the mod page, it requires an /in/ pipe and an /out/ pipe. you only had an in pipe.

#3
My Pleasure :)

[attachment deleted by admin - too old]
#4
Quote from: Morgloz on July 25, 2016, 12:08:33 PM
Quote from: Rorax on July 24, 2016, 10:56:51 PM
Quote from: Cabraca on July 24, 2016, 04:18:19 AM
why you had Industial Cooler and Heater in 1 room ? thats useless i think xD you cooldown your heat room :D

Its not an issue :P think about it this way. Its winter, its 14C in the room. set the heater to 21C set the cooler to 31C, the cooler won't cool and the heater will heat.

It would however be much more helpful if the mod author allow you to flick the machines on and off like they are in vanilla.

I changed them to be flickable already, I was waiting to see if I was able to fix the placeholder before publishing another update, but I will upload the changes now.

The ducts try to equalize the temperature between the network and the room they are placed in. Also they have a max rate at which they can work, if the room is big enough you may need more inlets/outlets to achieve the desired temperature.

And I'll take a look at the low/high not working/working thing, but I already plan to use hysteresis to control when to kick on/off.

While it might be true that a larger room might take a longer amount of time consider the pictures I provided. Three rooms, all three are not particularly large. And yes the duct network never really heats up. My heater was set to 21 as it shows in the picture. But the reactor room and the comms room were at 14 for the entire length of autumn and winter.

If this is the case there needs to be some serious re balancing of the ducts work rate, because if attached vanilla vents do a better job of distributing heat throughout the base. Then why would I use ducts? at all?

You also see that in the pictures. And as I explained in that post. That I have two inlets trying to suck the hot air out of the coolers hot box room. Yet it barely makes any change what so ever despite being fed outside.

You may intend the duct network to try and equalize all it parts. But /something/ isn't working/balanced right.

Which is such a shame because I really want this mod to be something special that I wouldn't dare think of ever playing Rimworld without.
#5
Quote from: Cabraca on July 24, 2016, 04:18:19 AM
why you had Industial Cooler and Heater in 1 room ? thats useless i think xD you cooldown your heat room :D

Its not an issue :P think about it this way. Its winter, its 14C in the room. set the heater to 21C set the cooler to 31C, the cooler won't cool and the heater will heat.

It would however be much more helpful if the mod author allow you to flick the machines on and off like they are in vanilla.
#6
both coolers and heaters don't seem to be efficiently using their low power state. They appear to be moving into high again the moment there is /any/ temp change, which causes a constantly flickering between power states. Which makes me think redistHeats coolers and heaters aren't continuing to heat/cool while in low power state.

The reason it works in vanilla is that they continue to maintain the temp of the room while in low power.
Its only once there is a big enough jump in temperature that they move back into high to compensate. And once again even then they will move back into low once the equilibrium has been reached.
#7
Oh yeah and the Industrial heater never seems to go into low power mode even if it has reached target temp
#8
I'm not sure I understand how duct work... works.

Heres a couple of pictures.

http://imgur.com/a/LFPqO

In that album you will see one room, my temperature management room is at 21C
I have a inlet in that room which is connected to the upper network. the upper network connects to 2 outlets in the two rooms on the left
You will see in the other picture that the reactor room is at 14c (this also goes for the comms room)

the duct network selected has a net temp of 15C, I'm not sure how the duct network is distributing the heat from one room to the next? Is it? did I misunderstand the concept here?

Also in the picture although not shown, is the industrial cooler with its heat output room. It leads to two inlets one on upper the other on lower, which lead outside. The idea I had here was that the inlets were going to draw heat out of the room and dump it outside. However that doesn't seem to be happening. The hot box can get /really/ hot. And the duct work seems to do nothing/ very little.

I just assume I am misunderstanding the use of ductwork here but the main post doesn't go into detail about how these systems work with each other.
#9
Quote from: Gar1onriva on July 21, 2016, 05:31:59 PM
Hey. I've tried installing this mod a couple of times and I keep encountering the same bug. While the mod is active, one of my pawns can't pass through doors. By possible coincidence, he's the only one with any prosthetics (simple arm).
I tried removing the door ahead of him reaching it and he passed through the gap, only to catch on the next door he tried. Once he's caught, I can't move him at all; even drafting him doesn't move him.

The Debug log says "Object reference not set to an instance of an object"

I hope that I can overcome this issue as I really want to make my paralysed pawn a new pelvis.

Hi I just want to say I encountered this bug too, again simple arm prosthetic already on the pawn. I also noticed they wouldn't do anything after dropping an item at a stockpile.
#10
Thanks so much for the help :)
#11
Just so happens C# is my best language so at least its possible? I think I saw a tutorial in the help section about .DLL mods.

I'm guessing I'll have to decompile rimworld if I want at that particular piece of code because I'm not seeing it while I'm clicking around?
#12
I am a complete noob to Rimworld modding and rather than wade through the overwhelming source that we have been provided with could someone point me to where I should start if I want to control where and how subterranean insects spawn?
#13
That makes a lot of sense yeah. Really unfortunate :S

Guess I will try and find a contact email
#14
This happened with Alpha 6 too, but more recently I went to re-download Alpha 7 due to the hotfix, and like last time I noticed that it took only one download of Rimworld to expend all 5 available downloads.

I'm not sure what causes this bug, I do use a download manager called DownThemAll for Firefox so I dunno if it is an anti manager protection. But either way, I should have 4 downloads remaining since A7 was released and instead I have 0. Any help would be appreciated.
#15
General Discussion / Re: Attacks ramp up too quickly
September 04, 2014, 12:58:03 AM
Yeah sure. there is always the fact that I can just "learn to play" better but that doesn't solve the issue that the ramping of attacks even with Cassandra is rather exponential. Is it subjectively erroneous of me to think that I shouldn't be punished for using my first 3 TOO effectively by acquiring a lot of wealth? mining effectively, producing effectively, retrieving pods effectively all with the first 3 colonists and BAM theres a Syther against your remmington and two pistols.

This is why I feel like TIME should be WAY more important to the AI (probably not Randy :P)

I feel like punishing the player for effectively micro managing your colonists is counter intuitive, it is also counter intuitive to intentionally stump your progress to prevent early huge raids.

One of the games prevailing meta techniques should not be to dezone stockpiles so that your wealth isn't counted. One of the games prevailing meta techniques should not be to NOT set up defenses. It is silly.