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Messages - realdude19

#1
Ideas / Re: Your Cheapest Ideas
May 06, 2017, 05:14:21 AM
Bridge - Allows faster and safer movement across rivers in the new Alpha 17 builds and auto adjusts length to width of river

A17
#2
Hey is this dead?

Is there going to be a A13 release?
#3
Mods / Re: [Mod Request] fire sprinkler
July 21, 2015, 06:32:33 AM
Quote from: eatKenny on December 22, 2014, 05:59:15 PM
can be placed like lamp and with almost transparent texture (to simulate that they are mounted on ceiling).
when actived they can put out fire within a certain radius.

Please PLEASE!!! Please for the love of not burning alive! I lost my whole colony with one major fire that started in my Massive indoor Hydroponics Farm... It SUCKED!

This Mod Would be an absolute Life saver! Please, Please make this. Please!
#4
Quote from: Facepunch on February 24, 2015, 08:31:18 PM
Does it work in A9?

It should, But most likely won't support newer features until updated. I will test it and let you know asap.
but for now I would wait until Neurotoxin gets a chance to implement an updated beta, He does have a full time job so this is just a side project. However he has done a great job thus far at supporting the save editor.
#5
Quote from: Neurotoxin on February 08, 2015, 11:19:32 PM
If you check the rolling changelog in the OP you can see what's changed in the dev version since the latest release. That said, I've already worked out how to fix the lag switching colonists. Long story short I had to suppress an event being fired for a short duration then manually fire it because it was being fired once for every item in the backstories columns each time you changed a colonist.

No problem on the response delay, I haven't been getting much done on this yet working 10pm-7am then having to make sure my girlfriend gets to work during the day (hopefully she'll get her damn driver's license soon -.-)

If I can't find time for a while I MAY just wrap up the current dev build into a release and let it out into the wild for a bit, but I don't like releasing with unused code built in.


I totally understand not wanting to release it into the wild. If you would like to consider it, I would be willing to test it for you. That way you can control the release scope.

PM me if you want to. I'll share contact info for you via PM.
#6
Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
@Realdude
1. can you zip and upload a save with >7 colonists that doesn't want to load all of them? There's no reason it should stop at 7 so I'm thinking it's not filtering specific colonists correctly. It would be helpful, though not necessary, if you could figure out which colonist(s) isn't(aren't) being displayed so I know which node(s) to look at.

No worries, I overwrote them :( I don't know why I didn't save them all and just make new ones... you can call me a bit OCD. I will save them under new save files from now on just incase one does fail again. and congrats on the new job!



Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
2. I'm not sure how EdB handles the displaying of colonists but i don't see how editing should affect that unless it orders them by certain stats or skills. The save editor doesn't move any nodes around, just modifies the values.

This wasn't all that important, just something I noted seeing and felt any change I saw should be reported when dealing with a bug.



Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
3. As far as using radio buttons, I WAS going to do that originally but due to time constraints and unfamiliarity with GUI programming I opted for the easier solution of a combobox for the time being. I'm not making any promises but I MAY revise that in the future.

O.o Please PLEASE do implement them! That would be great! Also is there anyway to have the editor load all the data from the save so that when we switch from a selected person to another that it loads nearly instantly? It just seems to have quite a bit of load lag :(



Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
4. As far as displaying stats, what would you like to see? If it's similar to something in-game if you could post a screen cap that'd be really helpful. As I stated above I don't have a lot of time to play lately, actually I have barely any time put into A8 so far :(

I don't have a screenshot on hand but I will certainly get back to you on this. :)

P.s. Sorry it took so long to respond... I'm "Time-Hoarding". I might start a new contract tuesday. So here's to hoping. And thanks again for doing all this programing, I envy your ability to do this kind of stuff.
#7
Ok so I signed up just to help with the debugging. I have found an error or two for ya! :D

1.) (Major) The Save Editor will not load / register more than 7 Colonists to edit.
2.) (Minor) When using [MOD] EdBInterface & you have 7 Colonists it will sometimes reorder them in the MOD... I'm not sure if its alphabetically or what but I notice it from time to time. -EDIT- It just loaded 8 players... First time seeing it work for me, still might be worth looking into though.

Also for a little Change... Can you switch the selection method from a drop down menu to clickable bubbles like:

O None    O Minor    O Major

I know it takes up more room but it's one of those tedious tasks that would be made much quicker and easier to see at a glance.

Thanks again! and GREAT Work so far! I look forward to the Tooltips! that will be a huge help! and on that note....

Can you add a box to the right that displays the stats of the colonist being edited for a quick glance, maybe make it optional?
So basicly like in game where you open the character panel and it displays the colonists character screen/info?

Also side note, You have earned your wizard hat ;)