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Messages - KnucklyDuck

#1
Bugs / "Bug" with Sculpture Descs.
March 27, 2015, 12:21:33 AM
Here is a screenshot of a wooden statue made by one of my colonists, within the description *see attachment* it says that the statue is "devoid of terrorism and terrorism". So I suppose the randomly selected elements to be given here are chosen from the same list or array and as a result it's possible to have the same one listed twice.

To be honest I considered not posting this as I thought it could make for some funny occasions however that's not my call. :)

[attachment deleted due to age]
#2
Quote from: Haplo on March 13, 2015, 01:42:27 AM
You could do this with a storage field over the cells of your table. Set this field to only accept your fresh meat and set it to critical. Then let your building scan every x ticks (rare should be enough) if there is a new flesh pile there. Store the found time (gameticks). If the game time is higher than found time + worktime*temp multiplier spawn the same amount of smoked meat at its place and destroy the raw meat and reset the found time to -1 (invalid, no fresh meat in cell)
As the smoked meat isn't part of your acceptance list of the storage, it will automatically hauled away and a new one will be brought.
Voila a working smoker :)

That certainly shines a light on it all!!

Quote from: UMK on March 13, 2015, 10:49:18 PM
Quotefound time + worktime*temp multiplier
How it will work if implemented that way: store meat refrigerated on rack for some time and then raise temperature up. Insta-jerky.

However this is what I was thinking.
#3
Help / Help! Having Meat "dry" on custom table in c#
March 13, 2015, 12:59:36 AM
Honestly I've scrapped all my code for this several times, and this is just the process of having the meat dry on said table.

Now I don't know exactly how I want to do this. I'm thinking of creating a Drying Rack that acts as a storage shelf for meat except the meat dries (depending on surrounding temperature, at different rates). How would I handle this? I would like for the table to be able to support 2-3 piles of meat (as in have them 2x1 or 3x1. SO yeah any help?

Regards,
     Knuckly
#4
I can't help you with your first part, however I hold nothing against you for spamming the help forums. It gives us all something to learn and something to think about. I do the same sometimes.
#5
Ideas / Re: Your Cheapest Ideas
March 10, 2015, 09:40:06 PM
When the status is displayed for a weapon when zoomed in it is like "good", "poor", and "norm" I think "norm" should be changed to "okay" so it fits within the four character theme, and that they should all be made capitalized.
#6
Bugs / Invaders not sleeping/needing to sleep
March 10, 2015, 08:07:03 PM
I'm not exactly sure if this is a bug or a feature (small difference within the industry) however myself and a mate have both encountered this issues on multiple occasions. When early on in the game we had lots of dirty tribal enemies invading very frequently and neither of us were able to defeat them quite yet, so we bordered up built a turret or two and repaired the door as they were destroying it. This lasted for four days in his case and five days in mine. Our colonists had to do shift work repairing and sleeping however the dirty tribals kept attacking, never resting never needing to recover, and never receiving any sort of debuff or negative thought.

How to recreate: get attacked by lots of attackers and or enemies (best with tribals as they can be withstood easier) let them attack your door while you repair and watch as it goes on indefinitely.

Photo: Don't really think this requires one.

EDIT: They did eventually die of starvation.
#7
Quote from: Orion on March 07, 2015, 11:45:42 AM
Of course this all would have been super easy, if Graphic.DrawWorker was not internal and we could create our own implementations of Graphic :)

I PMed Tynan about that.
#8
Quote from: Latta on March 08, 2015, 08:00:54 PM
At least I used it with my Claymore shotgun of RimEffect! But had no chance to test it in a real fight because it was too expensive.

Then make a Dev version which makes it craft-able for like 1 wood, just to test it out. I'm pretty curious.
#9
Quote from: mipen on March 05, 2015, 01:22:02 PM
I messaged Tynan and he said that he will fix it and change it to public :)

Tynan's a Legend, we all know it.
#10
That truly is unfortunate, but if you were to be using this on custom Items or Things, you may be able to define your own quality value until Tynan does or doesn't change it.

Best of Luck mate.
#11
Find a way to isolate the object, I wouldn't know the exact code but it might work like

findObjectAtPosition(this.position).quality = 100;

All and all work out a way to have the instance of the object you want to have affected, then what path you must take along that object to access the Quality value, and assign the value you would want to have applied.
#12
Help / Re: MapComponent injection
March 04, 2015, 06:31:10 PM
Oh wait, I misunderstood, I wouldn't have a clue mate. Sorry.
#13
Help / Re: MapComponent injection
March 04, 2015, 03:31:35 PM
Quote from: Ratys on March 04, 2015, 02:56:37 PM
I've been tinkering with various ways to inoculate games-in-progress with MapComponents... It's surprisingly easy, actually: Find.Map.components.Add(mapComponent);

The tricky part is making the injector dissolve, so to speak: right now I have this thingComponent perform the injection, but can't get the building it's attached to (a copy of trade beacon stripped down to bare building) to vanish from the game, ie menus, after it's done. So the end user would install the mod, plop down the building, and then pout whenever they see it hanging out there, useless.

Any ideas how to make it happen? Or a different injection point altogether, like an incident that happens immidiately on loading the save?

When it's done running it's code can't you run Destroy();?
#14
I was considering something similar (salting table) however I don't think that'd be all that good as it'd just make it more difficult, not worth the benefits it may give.
#15
Quote from: Blazergong on March 04, 2015, 10:55:29 AM
I posted annother topic on this in the help. Can't you do something with the rotting mechanism. Add someting similar but with the result of dried meat when left in heated rooms. for example if temp is below 0 degree celcius food wont spoil. The higher the temperature the quicker spoil rates (correct me if im wrong). some thing like when something rots at temperatures above 40 degree celcius it will change to annother non perishable item
That wouldn't be ideal as it could be one rot away from rotting before hitting a heatwave and they all become dried instead. Personally I don't think that's ideal.

Quote from: skullywag on March 03, 2015, 06:27:31 PM
I am, you would need to work out all the cells of the room, cycle them to find rawmeat then destroy them and replace with your new dried meat item, youll need to detect the stacksize and stuff like that, for now I would get the basics working worry about the complex parts later, get a custom building and custom meat def and have the building use a custom class. After that your best off finding some other mods/core that check areas to do things.
I might look at the Orbital trade beacon and such, giving it a radius.