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Messages - 42BelowVodka

#1
Quote from: AN7AG0NIS7 on April 22, 2015, 07:16:14 AM
Quote from: EdB on April 21, 2015, 10:06:34 PM
When I did alpha 9, the first couple of releases were very buggy, and while it was really helpful to have people trying it out and telling me what I broke, there was a bit of damage control that I needed to do to rush out fixes.  Because of this--and because I don't have as much time during the week to rush out fixes, I'm going to try something a little different with the alpha 10 release.

Instead of adding the info to the original post right away, I'm going to post the first release here now and call it a beta.  To set expectations, I've been testing it, but I haven't done as much testing as I'd like to.  If you want to help me test and get an early look, go ahead and download it from this post.  If you'd rather wait for something more stable, give it a few days and wait for me to add the download info to the original post.  I appreciate any feedback.

What's new for alpha 10?  You might have noticed that there are one or two features in the mod that now are similar to features that are in the vanilla game, though the implementations are slightly differently.  I've decided to remove the matching features from the mod in favor of the vanilla implementations.  You'll see that I removed two things:

  • Passion indicators in the Work tab.  I like the idea of the vanilla implementation better, so I've removed this feature from the mod.  I do think the vanilla visual treatment turned out a little wonky--with the priority numbers overlapping the passion icons.  I tried to tweak it a bit, but I didn't end up with something that I liked.
  • Context-sensitive designator buttons (aka reverse-designations) have been added to the vanilla game.  I've removed my implementation.  Note that the vanilla implementation is a little different in the way that it handles the cancel action when you choose to designate something.  Also, the vanilla game does not include Mining as a reverse designation.  I was missing that, so I put it back in.

Feel free to try it out.  Please note that you must be logged in to the forums to see the download link at the bottom of this post.

Knowns issues:

  • The UI used to rotate buildings before you place them is not positioned or sized correctly.

I found an issue in the beta version. I can't make my colonists drop their apparel and the items in their inventory. Weapons can be dropped as usual though.

got the same bug, also for some reason when i was setting apparel hitpoints my colonists stopped wearing pants
#2
the same just happened to me.
i bought the tv, once it landed i started to install it but while i was doing that one off my colonist moved it to the stockpile. this caused the UI to close and wouldnt open again and after a min the game chrashed
#3
Quote from: Jaldy on March 10, 2015, 09:00:13 AM
if you supply the command to rest until they will stay in there until they are healed. If they get into the bed on their own volition they will jump out.

nope, send them to the hospital bed with the order "rest and heal" but whenever they trow up and often even after they receive treatment they will get up and go do stuff.

edit: also seems they get out of bed to drink beer

edit2: another point i noticed, the doctor prioritizes feeding the patients over healing them. got 4 sick people right now, the doctor heals one of them than starts to feed the other, and than by the time hes done with tht its time to go to bed and he goes to sleep without healing the other 3
#4
just lost 2 colonist because of this, reloaded and had to spent 30min sending them back to bed every 30sec so they would survive a simple flu
#5
Bugs / Re: ate off the ground
March 04, 2015, 05:41:26 PM
good point, diddnt think about that.
altho it also happens when the colonist is the only one that is eating at that moment. so it seems that the spot on the table is pre assigned to a chair.
still a bit weird that the colonist choose the chain without the table spot to sit on
#6
Bugs / ate off the ground
March 04, 2015, 03:47:17 PM
sometime one of my colonists takes a meal, sits on a chair at the table but faces away from the table and thus eats off the ground
#7
also noticed this, sometimes they get up and go back to work after treatment while i want them to stay in bed till healed
#8
Bugs / Re: alpha9 - Killed colonist shows up later
March 04, 2015, 03:40:48 PM
i noticed in former versions that the game saves names you give to your people.
the fact that he was added to your playthru right away is pure coincidence i guess
#9
btw diddnt stone block walls give beauty also, they dont do now so no point in replacing my walls in the mountain anymore
#10
Quote from: Cazakatari on March 03, 2015, 02:13:16 PM
I can see the need to balance, but the fact that carpet has to be researched, is time-consuming to make, yet isn't any better than other floors is silly.

Since all colonists seem to be shoe less, I wouldn't mind if just walking onto a carpet square gave a separate "soft floor" mood increase.  Though that would be more complicated that just making it more expensive and increasing its beauty

than how is it possible that a smooth floor is 4 beauty while it doesnt cost a thing. if carpet is 2 a smooth floor shouldnt be more than 1 if even that
#11
i just noticed the same thing, doesnt seem right to me
#12
mods dont work for me, the edbmodorder wont turn on and when i activate the edb interface it breaks my game. after i activate the inerface mod and load the map the debug window goes crazy, cant close it and when i click anything everything turns blue like its all selected. only way to close game is by ending the process
#13
Bugs / Re: firefighting doesnt work right yet
February 21, 2015, 05:47:44 PM
Quote from: tommytom on February 20, 2015, 10:53:04 PM
I dunno if it's possible to fix that, unless there is a recheck for closest fire every so many ticks. Once they walk to a "job", the just go and complete it. Good catch. Was wondering why they would do that. Seems a bit better though compared to alpha 8 though.

not really, in alpha 8 they would still go for the first job but walk around the new fires more often, this time they all just walked true and all my guys were on fire at the first bush fire.

also it seems that fire outdoors spreads a lot faster than before
#14
Bugs / firefighting doesnt work right yet
February 20, 2015, 02:57:31 PM
colonists still walk true fire to get to another piece of fire.
as i see it if fire begins and the colonist is assign fire piece A and while he is moving there fire piece B formed the colonist will walk true fire piece B to get to fire piece A and sets himself on fire
#15
downloaded the FireExtinguisher but cant find it in game, its added at the stockpile but cant find where to get it, cant build it anywhere and cant buy it from traders