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Topics - TLHeart

#1
Help / Ticker<normal> tag
January 15, 2016, 03:58:57 PM
Strange question... Ticker type is needed to calculate when things happen.

But does the power trader comp make the ticker type not needed on power buildings?

The reason I am asking, is with MVP the lighted walls had the ticker type normal, and the comp power trader, and when I removed the ticker type normal from the lighted walls, the lag I was experiencing reduced greatly, but the lighted walls still transmitted power, and provided light. Am I missing something?
#2
Off-Topic / Steam ranting & RimWorld's status
January 02, 2016, 10:27:51 PM
mod: This topic has been split off from a thread in General Discussion, Questions about Steam keys.

Quote from: narkul on January 02, 2016, 09:25:26 PM
Why he wants it on Steam is in his post.

"All of my games I own are in my steam Library, partially because its "easy", but mostly because i have a horrendous track record of loosing or forgetting info associated with accounts."

I agree with him, it can't be on Steam soon enough for me. If all of the approximate 400 games I own were not on Steam and had their own "dev" or "publisher" website accounts for access, I'd have to make a spreadsheet of names, sites and passwords. Most would end up eventually being lost.
so easy to save the link to the download from the developer on your own flash drive. And 400 games, how often do you actually play all those games? Steam adds just another layer of garbage to navigate, and their DRM locks.... I much prefer to purchase without those internet access required locks.
#3
Hay Category Fix

Small mod to move Hay out of the food category and into the raw resources category. Having hay in the vegetable category gives a false reading on how much food a colony has.

Download from attached file, extract to your mod folder, and activate in the mods list. 

Found a mistake, and have the animals were not eating the hay...

Fixed files are now attached.

Only changes the hay, nothing else.

Use if you want to.

[attachment deleted due to age]
#4
Mods / **MOdding community** lost recipe on work benchs
December 02, 2015, 10:28:01 AM
As I have reported in the bugs forum, The interface chops off a recipe when the list grows to two or more columns. The #30th recipe is lost, at the bottom of column 1.

https://ludeon.com/forums/index.php?topic=16983.0

Also affects the growing zone plant selection, but the count is different, plant #26 is lost. The EdB alternate tab fixes the problem for the growing zones. All plants are available with the scroll list.

Just a heads up.
#5
Bugs / [a12d] Loss of one recipe if list is too long
December 02, 2015, 10:19:47 AM
Okay this will only happen in modded games, as in vanilla there are not enough recipes on a work bench to cause the problem.  So reporting here, so that maybe it can be addressed.

Start with a picture,



The recipe for the sombrero is missing, it is the 30th recipe, and comes right after the tricon, #29 which is at the bottom of column 1, and the explorers morion, recipe #31 which begins column 2. 

This also happens with the growing zones, but the count is different, plant #26 is lost, the first 25 are in column 1, and #27 on is in column 2.  This bug can be eliminated by the user enabling the EdB interface alternate tabs. Unfortunately , this option is not available on the work bench, so recipes are lost.

It appears it is how the interface is creating the listed options, starting y points above the tab, but extending below the screen, and cutting out a recipe.
#6
Help / <specialproducts>smelted<specialproducts>
November 05, 2015, 11:46:50 PM
I am using this function call with my recycle apparel mod. I know just enough about C## to be very dangerous. Does anyone know how or want to create a dll that replicates what is being done by that code, so that changes can be made? I have tried to track the code down, but have had no luck.

It takes a stuffed item, and returns 50% of the stuff used to create the item. Would like to change the amount returned to be based upon the hit points remaining of the item used for input.
#7
Outdated / [A12d] Recycle Apparel V1.0
October 22, 2015, 06:27:25 PM
Recycle Apparel

Have that stockpile of apparel you just don't want, and nobody wants to come by and buy it, recycle it into usable textiles to tailor apparel you do want. It takes some research, and a new work bench to accomplish, but any crafter can feed the machine to get at those much needed textiles. Feed the machine a synthread jacket, and you will get synthread to tailor with. Any apparel item that is "stuffed" will return its base textile. Apparel made from combinations of items, or from materials not available will return nothing.

It does take some time for the work to be accomplished, but is less than smelting a weapon.

This is version 0.9, and I am looking for feedback.
Take this stockpile of Apparel

Feed the machine

Have Fresh Textiles to Tailor With

Requires CCL, community core library. found here https://ludeon.com/forums/index.php?topic=16599.0

To install, download from the attached file at bottom of this post, unzip the files into the mod folder, and activate.

License legal mubbo jumbo; Free to use, freely add to any mod pack, and free for any modder to change, improve, update.

Updated to V0.91  new graphic for table.


Updated to version 1.0.
Improved graphics for the table,
table can now be made from wood and steel, or metals and steel.

[attachment deleted due to age]
#8
ESM do not disturb mod I use, and like... And since I also put a light in each bedroom, If it would be possible to have the colonist turn off their light when they go to sleep? And turn the light on when meditating/praying?
#9
Outdated / [A12d] End Table with Lamp V1.1 (10/28/2015)
October 16, 2015, 12:53:38 PM
Here is a one item mod, a 1x1 table with a lamp to add that nice glow to a bedroom. Uses CCL (community core library) so will need to be added after CCL. Just something I added to my game play, and thought I would share it with the community.

Uses 20 watts of power, 15 base material, of your choice, and 4 steel and 3 cloth.



Download from the attachment, unzip and add to mods folder.

License: use by anyone. Can be added to any mod or mod pack.

updated to version 1.1
merged graphics, cleanup of code.

[attachment deleted due to age]
#10
Stories / Farm/Ranch no raid Colony
October 03, 2015, 08:47:19 PM
I want to publicly thank the modding community, and modders for a fun filled weak in Slumber Town, Cynosure.

I was looking for a farming/ranch self sustaining colony. With the modders help I succeeded.


Community Core Library, and Community Core Library - Vanilla Tweaks by 1000101
https://ludeon.com/forums/index.php?topic=14172.0

EdBModOrder, EdBInterface, by EdB
https://ludeon.com/forums/index.php?topic=7454
https://ludeon.com/forums/index.php?topic=5258.0

Storm Sound Balance by Lex124
https://ludeon.com/forums/index.php?topic=15680

RW_EnhancedTabs-12d.4g by Fluffy
https://ludeon.com/forums/index.php?topic=15964

ModularSolars1.10 by Kirid
https://ludeon.com/forums/index.php?topic=2512

Modular Tables, Stonecutting Tweak, Fences, RTFTJ, No Raids Storyteller  by  ItchyFlea
https://ludeon.com/forums/index.php?topic=10623
https://ludeon.com/forums/index.php?topic=6666

ExtendedStorage-ExtendedStorage1.2, by skullywag
https://ludeon.com/forums/index.php?topic=14177
Modified the Food tray table to accept medicine to store the herbals meds, and removed the additional storage, and fixed so that the items would not rot via CCL

T-ExpandedCloth, T-MoreBedsVanilla, T-MoreFloors by Telkir
https://ludeon.com/forums/index.php?topic=4373

LT_DoorMat, LT_Brighten by Latta
https://ludeon.com/forums/index.php?topic=11171

Vegetable Garden v3.2, GourmetGarden by dismar
https://ludeon.com/forums/index.php?topic=12934

Hospitality by Orion
https://ludeon.com/forums/index.php?topic=11444.0

Miscellaneous_HiRes, MAI, power switch by Haplo
https://ludeon.com/forums/index.php?topic=3612
https://ludeon.com/forums/index.php?topic=2890


and the results near the end of year 3.



The original central buildings I took over from them being abandoned from some earlier civilization... the left one was open, the cooler in the middle I added, while preparing to open the right building... which was a non event, nothing menacing inside.  Expansion of the colony stalled for a while at 6 colonists, with the original yorkie, and 2 labs, along with the muffalo and alpacas.  I was spending my time farming, and getting the faction relations up. 

Unfortunately the yorkie and the labs all drank themselves to death on the rum.



As the colony again started to grow, via a 68 year old noble call for help, and the resulting raid, where I captured 3 more, the colony was at 10, and needing more housing... I had expanded into the right center building, made the bedrooms in the left center building bigger, and needed some more rooms, so I built this. Each of the remote dining rooms have a food tray rack, with fine meals, and cookies.



The barn was another abandoned structure. Cool barn with its own lake, and fertile soil where the crops are grown. To the left are more abandoned structures, one being used for steel storage, and then the prison, with its own medical wing, that was partially sterile tile when we arrived. The prisoner medical ward also has a storage tray to store herbal medicine for easy access. The prisoners feed themselves the canned meals.

Geothermal to the north, and to the south, with the support of a few windmills and solar panels, supplies more than enough power.



I am currently building more housing to the south, and have built a nice wall. Have been raided twice after going on expeditions, and that with the recruitment of visitors, I now stand at 19 colonist and 1 prisoner.

Has been a very enjoyable game. Currently have just over 20,000 silver from the sale of quality wool clothing and prepared foods.
#11
I want to publicly thank the modding community, and modders for a fun filled weak in Slumber Town, Cynosure.

I was looking for a farming/ranch self sustaining colony. With the modders help I succeeded.


Community Core Library, and Community Core Library - Vanilla Tweaks by 1000101
https://ludeon.com/forums/index.php?topic=14172.0

EdBModOrder, EdBInterface, by EdB
https://ludeon.com/forums/index.php?topic=7454
https://ludeon.com/forums/index.php?topic=5258.0

Storm Sound Balance by Lex124
https://ludeon.com/forums/index.php?topic=15680

RW_EnhancedTabs-12d.4g by Fluffy
https://ludeon.com/forums/index.php?topic=15964

ModularSolars1.10 by Kirid
https://ludeon.com/forums/index.php?topic=2512

Modular Tables, Stonecutting Tweak, Fences, RTFTJ, No Raids Storyteller  by  ItchyFlea
https://ludeon.com/forums/index.php?topic=10623
https://ludeon.com/forums/index.php?topic=6666

ExtendedStorage-ExtendedStorage1.2, by skullywag
https://ludeon.com/forums/index.php?topic=14177
Modified the Food tray table to accept medicine to store the herbals meds, and removed the additional storage, and fixed so that the items would not rot via CCL

T-ExpandedCloth, T-MoreBedsVanilla, T-MoreFloors by Telkir
https://ludeon.com/forums/index.php?topic=4373

LT_DoorMat, LT_Brighten by Latta
https://ludeon.com/forums/index.php?topic=11171

Vegetable Garden v3.2, GourmetGarden by dismar
https://ludeon.com/forums/index.php?topic=12934

Hospitality by Orion
https://ludeon.com/forums/index.php?topic=11444.0

Miscellaneous_HiRes, MAI, power switch by Haplo
https://ludeon.com/forums/index.php?topic=3612
https://ludeon.com/forums/index.php?topic=2890


and the results near the end of year 3.



I was concerned without combat that I could not grow the colony, but It grew, via recruitment, and from the accepting the flee messages, and the minor combat.

#12
Discovered this little gem while working on floors.

What you build walls out of affects the wealth of the room, which affects the impressiveness of the room.
(~ means approximately.)
For wood, each wall segment is valued at ~7.50
for steel, each wall segment is valued at ~10.70
and for blocks, each wall segment is valued at ~14.80
Doors appear to have no value as far as room calculations go.

#13
All chicks are yellow, regardless of sex.
As they become juvenile the hens are orange/brown colored, and the cokerels are white.
When they become adults, the hens are white, and the roosters are the orange/brown color.

What I expect is for the juveniles to have the same coloring as the adults.

#14
General Discussion / Vitals Monitors
August 31, 2015, 12:10:56 PM
Interesting,

The description for the vitals monitor says, "Increases patients treatment quality. Needs to be placed adjacent to a medical bed. One medical bed can be linked to only one vitals monitor."

From that description I also assumed that we needed one vitals monitor per bed.

Not true, as ison states from this bug report.
https://ludeon.com/forums/index.php?topic=15711.msg165897#new

The second vitals monitor from the top supports 2 beds, making the first one inactive (because 1 bed can be connected to only 1 vitals monitor). Currently vitals monitor can support any number of beds provided that they are adjacent (maybe this will change in next alphas).

So with creative layout, one vital monitor can support 8 medical beds. Just put the monitor in the center of the ring of beds.

   

#15
So, in rim world an electric smelter is not a workbench, and gets no benefit from a tool cabinet. 

Interesting.
#16
Bugs / w 12.911 bullets passing through solid rock
August 27, 2015, 11:46:30 PM
I know this a bug that really needs to be fixed. With all the work that went into the combat system, and cover, and shot chances,why are bullets passing through walls, and rocks and killing colonist?

I can see a bullet catching a person on the edge of a rock , but to pass through 3 and 4 cells of solid rock is just plain bad programming. 

As you can see the centipeed is shooting at clara, who is at the edge of the rocks, and I expect that she can be shot. But to have the colonist that was 3 cells behind rock cover be shot to death, and you can see another bullet passing over the body, is.......................XXXXXX&&&&&$$$$%%%%%%%%%

#17
With the changes to food growing, I did some science to see how the changes affect the game.
The following numbers are from the game info screens, actual game runs, planted in soil.
Food plants growing times were increased.

A growth day is the time the plant has full light, and correct temperature.
All plants rest, so even with a sun lamp they will not grow 24 hours a day.
Rice went from 3.76 growth days to 4.89 growth days
Strawberries went from 4.08 to 5.3 days
Potatoes went from 4.76 to 6.19 days
corn went from 10.52 to 13.68 days

Yields also changed. Yield depends on the growers skill, and can fail.
Rice has a yield of 0 to 7 per plant.
Strawberries have a yield of 0 to 7 per plant
Potatoes have a yield of 0 to 10 per plant
Corn has a yield of 0 to 27 per plant.

To compare; max yield/growth days
rice 1.43
Strawberries 1.32
Potatoes 1.61
Corn 1.97

Strawberries are the clear lowest food. Only advantage is you can eat them raw.
Rice grows quickly, but will take more work, and larger fields, to feed the colony.
Potatoes, 1.3 growth days longer, but a 40% greater yield than rice, is the early colony winner for me.
Corn is the best food for long term colonies, that can grow in soil, with the high yield and small amount of colonist work involved.
#18
Form the comments on the forums, extreme difficulty is finally getting difficult.  It should be very hard to survive at the extreme level with a very low chance of success. Then actually surviving a randy extreme world means something.

I still think extreme needs to be more extreme, than it is now, so that long term players can grow into the challenge of surviving on an extreme world.
#19
Playing in alpha 12, and I was getting slept in the cold messages when the room temperature was 50F, for colonist that said they were good to 12F with their clothing... Base temp without clothing is 53.6F.

So clothing no longer keeps the colonist warm while sleeping. Is this an intentional change?

I do not find anything in the change logs.

Here is an image from a boreal forest start....
Hayhouse should be comfortable to 6.4F, but he is getting the slept in cold debuff at 20F. He does not complain about the cold, unless he is asleep.

#20
I find this to be a bug, feeding beer to the livestock

My cow was hurt in the last raid, and she is in bed healing from an infection.
The doctor is now feeding her beer.





[attachment deleted due to age]