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Messages - jackarbiter

#1
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 27, 2017, 04:08:24 PM
Unless you've fixed this recently, I think the removing sand near shallow water is not properly giving piles of sand.

Great job otherwise, love the mod.
#2
Releases / Re: [A17][MODLIST] Glitter Tech
June 09, 2017, 10:00:19 PM
I'm getting pink texture glitches with some helmets from Orion Corp, specifically the Orion Corporation Helmet:

<texPath>Things/Pawn/Humanlike/Apparel/AdvancedHelmet/AdvancedHelmet</texPath>
<worngraphicPath>Things/Pawn/Humanlike/Apparel/MilitaryHelmet/MilitaryHelmet</worngraphicPath>

I've changed the worngraphicPath to AdvancedHelmet/AdvancedHelmet and it works fine. Not sure if anyone else got this.

#3
Releases / Re: [A17] SimpleSidearms
May 31, 2017, 03:28:04 PM
On latest version, when starting a new colony:



I figure maybe this didn't come up because you tested on an existing colony or summat. Or maybe I've done something wrong.
#4
Quote from: AllenWL on June 15, 2016, 02:58:32 AM
It looks like teenager pawns can't shoot through embrasures, but can still get hit?

Epic. Well I have tweaked some CR code for this already when it came to vehicles, it looks like there are a few issues I can fix for embrasures.
#5
Quote from: LetheNyx on June 14, 2016, 09:09:43 PM
Quote from: jackarbiter on June 14, 2016, 09:05:03 PM
Trying to keep this from becoming cluttered with stuff, so I'm avoiding putting a bunch of extras in like alloys and such. Was going to go for the quarry but the deep mine is harder to get and a high research level is justified for it, which is what I was going for.

Could you maybe talk me through adding it on my own somehow?

Alloys requires corepanda 13.2, I can't upgrade to 13.2 (13.3 now) without force-adding copper and other things; updated corepanda mods are not compatible with this. I really wanted to maintain compatibility but it was forcing a lot of extra stuff on me. :( I apologize.

I suppose you can try to just use the new corepanda on top of this, along with alloys, much as you would install any mod, and the overrides may work and you'll get copper and such, but it's been a while since I've looked at it and I imagine at least a few things would break since I have some older versions of things in here. You'd probably have to install powerless and some other things on top of this in order to unbreak, say, solar chimneys, and those things wouldn't be in the research tree correctly, but you could resolve that by adding the research requirements in the xml files (like you'd have to add <researchPrerequisites><li>Stonecutting</li></researchPrerequisites> to the solar chimney and such). If you decide to give this a shot and get hung up on a few things you're more than welcome to ask for help in here, I'd like to make your rose gold base come true for you.

In the future I'll likely have to figure out a way to support corepanda to keep up with alpha versions, but I was desperately trying to avoid adding copper to maps, and there was some copper problem that I can't quite recall where the corepanda library was angry that copper was not an available def, etc. etc. I can probably force some workarounds at some point but that'll probably have to wait for alpha 14.
#6
Quote from: Astral on June 14, 2016, 05:21:46 PM
Very odd indeed then. I'm currently under attack by 30 odd manhunter wargs so it was a bad time to find out about this sort of bugginess, but any idea why it might end up as the case in the attached screenshot?

I would imagine it is because the wargs are lower to the ground, and being just on the other side of the embrasures (which are .73 tall) nothing can aim down enough to hit them.

I know that sounds kinda ludicrous for a 2D game, but combat realism simulates this to that degree; takes into account the pawn height, the height of the target, and anything inbetween, and if it's too low it can't be targeted. Works the same with bunnies on the other side of low buildings, etc.

Quote from: LetheNyx on June 14, 2016, 06:31:09 PM
I would love to have Quarry & Cupros' Alloy included in this mod since I can't put them in myself. I wanna make a base out of Rose Gold :3

Trying to keep this from becoming cluttered with stuff, so I'm avoiding putting a bunch of extras in like alloys and such. Was going to go for the quarry but the deep mine is harder to get and a high research level is justified for it, which is what I was going for.
#7
Quote from: Astral on June 14, 2016, 06:51:50 AM
I did notice last night that while steel embrasures worked as advertised, sandstone ones acted as blockers; you could not fire through them at all. Turrets tried to aim and fire, then couldn't find a firing solution, and repeated this until the target left their range.

Embrasures with CR are buggy, it depends on where they're placed in relation to the turret/pawn; a few steps away and they can't be shot through due to the aiming calculations and fillpercent.  At least in all my tests, stone (just tested sandstone specifically) embrasures work fine in relation to any other embrasures.
#8
Quote from: Minnigin on June 13, 2016, 09:11:22 PM
just updated and new recipes are there now, but in security tab there's 6 81mm mortars, all the same

You can only see those with god mode on. You'll see three 81mm in god mode with just Combat Realism (2 are locked with CCL's research locker, they need to be there to make sieges work in CR) and you'll see 6 with my mod (5 are locked with CCL's research locker, the last 2 are probably unnecessary but I kept them in just in case there was some strange workaround that required them).

CCL's research locker can't keep things hidden in god mode since it works via research and god mode removes research requirements.
#9
Quote from: Minnigin on June 13, 2016, 07:12:07 PM
on a side note sleeping spots give comfort while padded spots do not, renders them useless

Good timing, threw the fix in. Will be updated shortly.

Quote from: Astral on June 13, 2016, 07:12:22 PM
I've noted an issue with the advanced energy buildings, in particular fuses and circuit breakers

According to the original mod author (Ratys, author of RT Fuses) there is some bugginess with them, I linked his quote about this a few pages back. I don't know if it's something like an angled connection problem or what.
#10
Quote from: Minnigin on June 13, 2016, 06:18:15 PM
Quote from: nakie on June 13, 2016, 06:08:54 PM
Quote from: Minnigin on June 13, 2016, 02:38:40 PM
can't build advanced 3d printer, or am I missing something, all research completed

The regular printer is the 3D Component Printer. "Advanced 3D Printer" is the Nano Printer and Scanner. You can't build those?

I can but they only "print" things from the scanner, where are the advanced components and advanced bionics?

The nanoprinter somehow overrides the changes I made to it, which I missed thus far (it being the last thing to get to, it's the last I tested).

I've got this fixed (the regular 3D component printer will have unlocked recipes when the research is done) along with a dozen other fixes.

I'll be uploading within an hour or so, looking at adding some enhanced energy buildings.
#11
Quote from: nakie on June 07, 2016, 02:51:57 PM
Hi. I really love your mod :) I specially love the writing system and the boomalope tweak.

...

Some things:

1. Bots drive around vehicles. And when they go charge in their stations with the vehicle still in tow it gives me unlimited exceptions until I manually unmount the vehicle.

2. Traders spawn with their goods stored in their own pockets instead of in the cart they're pulling which reduces their speed quite abit according to the tooltip. Is this intended?

3. Siege raids are useless atm. Raiders spawn without any tools so it takes them forever to build sandbags and stuff. It takes them about half a day to build a single sandbag tile.

4. Also, just my opinion, tools are very wood extensive right now. I tried playing on a desert map, and between making tools, the non-optional wood-using benches, beds(all version uses wood in this mod) and fueling my early food processors and stuff I find myself constantly out of wood. Considering how important they are in this mod, would you consider lowering the wood cost of tools? It might make playing in certain biomes abit more forgiving specially when using Jack Arbiter storyteller(more pawn = more tool/bed = more wood drain).

5. Last minor one, but I noticed a typo(technically). On the info on stone walls it states that they're "the only inflammable wall". It should be "uninflammable" :p. BTW, are they really the only uninflammable wall? Can the framed ones catch fire? Their flammability is set at 0% though?

Thanks! Those are two of my favorite things as well. Both just random ideas, but they turned out alright.

...

1. Oops. Looks like I have to fix hauling bots driving after all. Dammit.

2. I can't adjust how their inventory spawns or how their inventory is traded without invasive detours and getting complicated. As it is now, despite what any tooltip says their speed is reduced by whatever cart they spawn with and this avoids any actual inventory speed reduction (because they are attached to a vehicle). This reduction in speed is roughly equal to the normal reduction in speed of their companions when they spawn in with normal apparel and weapons, so the pack tends to move together. So even though it'd be better if you could see their trade goods in the cart, this would take a lot of work (and might conflict with other mods) and the cart IS actually important to keep their move speed from being impossibly slow.

3. DAMMIT. I'll see what the hell I can do to fix this, raids are annoyingly hard to edit. I can't even make sandbags made of stuff (leather or cloth choice) or the siege will break.

4. All good points, I'll try to make wood a choice in most cases or reduce certain wood costs.

5. I have an undergrad and master's in English, and calling it "inflammable" is a total fail on my part :D And no, they're not the only uninflammable one, I thought regular stone walls had some small amount of flammability but I was wrong. I need to change the description of wood log walls as well, I think the whole "don't transmit electricity" thing was a holdover from an older version of Rimworld - stone walls were my "creation" but wood log walls were someone else's.

Thanks for the feedback.

Quote from: CrownBee on June 07, 2016, 06:30:07 PM
(hauling loop, other discussion)

...

Tweaks / Wishlist

  • I personally would prefer it if robots didn't use ATVs, but I don't mind them using my carts. Both are a little silly - I personally think that robots probably shouldn't be able to use vehicles. If people like the feature, could we get a checkbox on the robots or on the vehicles that is just "allow robot use" or "allow vehicle use"?
  • Most weapons don't list what types of ammo they can shoot. I'm getting better about remembering, but on the first time around, this was really confusing. Can we add a blurb about what ammo each weapon can fire?
  • Similarly, smelting ammo would be way better if handled with a separate task from smelt weapon. Currently, smelting ammo results in x1 of that ammo being smelted down. I think it would be plenty balanced to be able to smelt ammo down by whatever size stack a colonist can carry, and yield 75% (or whatever is standard for deconstructing) of the metal resources that went into that ammo.
  • Finally, several late game objects do not create a "work in progress" item when they are started crafting (skydrill and drill head specifically, may be others). This means that they need to be crafted all in one go (or without any other colonist touching the materials during crafting), which is difficult to do. Also, the skydrill specifically says "crafting personal shield" while being made
...
Let me end by saying again how much I enjoy this mod!
I'll be trying to address the smaller loop problems at some point. The larger hauling loop problem you mention and the breaking down of textiles you mentioned later have already been fixed, I'm assuming you're still using 0.5 instead of 0.6. Grogfeld and LetheNyx have answered a few other points (thanks ya'll), and I'll answer the rest here.

...


  • Since there are errors when a bot drives a vehicle but then charges I'll have to fix this one way or another. I'm not sure how I'll address it. My main problem is I don't want hauling bots to be gimped vs. normal pawns. May just make them move much faster and ban them from driving or attempting to haul via the cart job.
  • If you click the info of a weapon (the i icon) it will automatically show whichever ammo it can use. If a weapon is equipped and doesn't have the i icon you can rightclick it and select "information."
  • I want to make a smelt ammo that is versatile (I just use CR's version), similar to skullywag's textile breakdown I use but I'd have to tweak it for stacks I assume. I'm tired of having tons of unwanted ammo everywhere. For the moment Grogfeld's is as good a fix as any, and I can add a few more stack sizes in there, but expensive ammo wouldn't be able to break back down into FSX and such, which is a pain.
  • Thanks for reporting that, that's my bad, I'll make some unfinished thing defs to let them make those easier to make. And I'll fix the skydrill crafting description.

...

Thanks :)
And thanks for the feedback.

I'd like to find a better alternative to the ammo storage currently used, but I'm not sure there is one that doesn't require significant development. All the others just seem to increase stack size.

I had some mechanoids spawn in on ATVs the other day. Was not fun. Not sure how to fix without a hacky workaround, I was lucky to get the ATVs to work at all for raids and I have limited control over what happens there. Obviously I can make the mechanoids unable to ride them, but then there are 3 or 4 free ATVs sitting there. Will probably have to have them destroyed if being ridden my a mechanoid, but still that's real hacky.

I'll be working on this tonight (well, maybe) and tomorrow night, so if there are more things bugging anyone or not working right, now is the time to let me know.
#12
Quote from: Voker57 on June 05, 2016, 06:41:42 AM
Bug: installing a prosthetic arm on pawn with arm torn off results in extra human arm in storage.

Yeah bug exists in either EPOE or de-surgeries. If they don't fix it I will look into it. I remember reading about it.

Quote from: Voker57 on June 05, 2016, 01:23:00 PM
Hauling w/vehicles does not check if target stockpile can accomodate all the goods: they get spilled around, and this has at least 2 problems:

1. If it's a nutrient synth hopper in prisoner room, overflowing stuff doesn't get hauled back and rapidly accumulates.

2. If there's neighboring stockpile that accepts the same goods, hauling loop is created.

There are still some issues with hauling, mainly for 1-tile stockpiles. I still have to see if I can't fix the minor loops that get created, the code is checking if the things need hauling using the base game code but it does seem to have issues. I think I have a way to address this.

Out of town, it will be midweek before I can work on this; hopefully you will find it is in a playable state. I played some over the weekend and encountered some minor stuff like ai turrets unlocking too early and still some minor vehicle stuff, but things mostly worked out.
#13
Quote from: Grogfeld on June 04, 2016, 01:54:01 PM
Have you tried with making it as something similar to parapets but with very high walking penalty? That way critters wouldn't try to go inside area because of speed, and it wouldn't be considered as indoor area.

Actually that reminds me, I meant to adjust the earth rampart and others, and this is a good idea to look into.
#14
Quote from: AllenWL on June 04, 2016, 09:49:22 AM
Just tried out the mod. It's rather research-heavy isn't it? Not that that's a bad thing, but I feel like a bit more extremely-early things could be research-free.
Also, there are some 'quirks' so to speak with research, like being able to research hops and cotton before being able to brew or make cloth, or unlocking windows, which need stone bricks before you even have stonecutting.

Also, fences seems to support a roof when near solid walls, and the fence gate looks funny when sideways.

Otherwise, pretty enjoyable.

The beginning researches are pretty fast; I don't think of it as "how do chairs work?" but instead "what is the best way to conduct woodworking to build a chair?" i.e. how do I bore holes in wood without splitting it, what is the best way to create joints, etc.

I don't know if I like how I did the plant researches really, but any way I did them, they would be separate from their own processing.

I know about the fences, those are how the game works with the fences and roofs unfortunately, and I think the fence mods all have the wierd look for gates sometimes. I was able to create a large porch area myself using fences and supports, and vehicles tend to get parked under roofs so I think there is a bit of a trade-off, but it is a little wierd that it is considered "inside."

I didn't want to add sand or glassmaking and requiring only metal for windows wierded me out so I went with blocks for windows as a compromise; you can get blocks pretty easily as florencka says. But yeah I didn't think about the way the research would look when I added blocks to the window ingredients the other day. Honestly at some point I may go with a sand/glass/silica route for glass for windows, lights, and then computers... taking opinions on whether to do this. I know some people wouldn't mind but I'm trying to avoid too many new resources. Maybe sand would be ground from stone chunks and not a new map resource, and used in the components recipe since component making may be a little too easy in this mod.

#15
Quote from: Grogfeld on June 03, 2016, 08:35:02 PM
Now that's what I like. Really quick bugfixing. I've been watching my Pawns using carts and vehicles and there is no hauling loop compared to previous similar situations so kudos for solving that. :)

Good to know, and thanks for all your work testing and reporting. :)

Quote from: Bonkus72 on June 03, 2016, 10:47:31 PM
Had what i assume is a bug with a fuse.  had a makeshift fuse connected to the only 3 batteries I had, and got the Zzzzt event WITH an explosion/fire from 1900W of stored energy.  Played with the fuse mod before arbitration and had plenty of those events, but all it did then was damage the fuse.

(EDIT)
Apparently this is a known issue with the fuse mod. One poster said he had to relocate his fuses to get them to work in a prior version.

Quote from: herrcaptain on June 03, 2016, 09:44:52 PM
While there's talk of bots doing funny things (like driving vehicles) last night (still on 0.05) I witnessed my cleaning bot insult a colonist. It was the town jerk who was always picking fights, but thankfully this didn't manage to set her off.

Not sure if this is a bug or a feature, but I personally loved it.

Lol, well I don't know if it's a feature but that's something that would probably happen on vanilla with the robots mod; it'd probably take an intrusive override to avoid, and probably isn't worth it.