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Messages - cythedag

#1
Outdated / Re: [MOD] (Alpha 9) Stroyent .99b
May 23, 2015, 12:54:10 PM
It's just for human meat. Feel free though to chop this mod up and do what you want with it though. I discontinued development of it.
#2
Great mod, just downloaded and tested. 10/10 IGN. I bet all the Bay 12 fan boys are stroking their autistic neckbeards over this one. *tips fedora* good day sir.
#3
>>Abrexus
Bloody brilliant, man. Love the meat jerky addition.... Now all of a sudden I want to make Jerked Human Meat.... That sounded vaguely sexual. Yay! Unintentional hilarity! Another thing for me to force my hapless colonists to eat! Thanks for your genius! I hope you continue to refine and expand on this wonderful mod!
#4
Quote from: Ramsis on March 28, 2015, 10:30:34 AM
It doesn't make sense for early game. Believe it or not the canning and sanitation process is brutally advanced! That would be like a crafting 2 with power 2 option easily.
My grandmother used to can veggies and fruit on her stove with mason jars... It isn't rocket science. You just need heat, jars, and a pressure cooker.

Quote from: Abrexus on March 28, 2015, 10:27:18 AM
What if I told you the next thing being added is an expansion to heating/cooling?

#5
This is a start. Now we just need something like this on the wiki..... that wiki, omg it's pretty much useless. Thanks Latta.
#6
I really enjoy this mod. I've been playing it with Edb's prepare carefully, with 3 stock colonists and no starting out items on a arid shrub-land biome. Now granted, I'm playing on cass' rough difficulty. Still very hard.
>>Abrexus
One thing you may want to think about adding is a way to can food. Something along the line of JuliaEllie's mod that adds that. If you balance it out right, it's a great way to preserve food early in the game if you don't have the power or time to make a freezer.
Also, something like RedistHeat incorporated into the mod would be outright awesome.
#7
Make sure you redownload the latest version, he has updated it a bit since a couple days ago. He had some WorkGiverDef issues where some tables wouldn't be used.
#8
I noticed a few typos in your mod, like for example cooper ore should be copper ore. But overall very nice. Really though, the metals in this mod are under-utilized in my opinion. Not much of a use for aluminum or copper other than walls and weapons. I feel it should also be used in work tables and other craftables. This would be a nice collaboration with Abrexus' Superior Crafting mod. Maybe integrate it together so bionics/prosthetics use aluminum and plasteel, and electronic chips from his mod require copper. One thing I would really like to see released is a concrete only version. I kinda hacked your mod apart just so i could use only the concrete in game.
#9
Code Corrections


I figured out how to fix the organ vat not working properly here are the changes i made:

Buildings_Production.xml:
Line 711
<recipes>
<li>ExtractBiomatterCorpse</li>
</recipes>

Recipes_Production.xml:
Line 644
<ingredients>
<li>
<filter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToDisallow>
<li>AllowRotten</li>
<li>AllowBuried</li>
</specialFiltersToDisallow>
</fixedIngredientFilter>

Also I changed in Workgiversdef <defName>DoBillsTableOrganvat</defName> to <defName>DoBillsBiomatter</defName>

I just tested the changes in game and it now functions properly. You can make corpses into biomatter. I suggest upping the biomatter from corpses to 35, that way you can still get one usable organ from a corpse. just a suggestion.
#10
Bugs

FertilizerPump's shadow is messed up. It's shadow looks like a wall.

Organvat - still cannot process biomatter
I tried adding variable <recipeUsers>TableOrganvat</recipeUsers> to the biomatter reciepe but its throwing an exception in the assembly. dll modding isn't my forte, but maybe it's related to that? Maybe im stupid and it's not related at all. Would like to process biomatter eventually so i can make organs.

EDIT: Also, outdoor fences act as roof support. I can use the no roof zone tool to fix it but is there a way to make it not a roof support by default?
#11
Stuff I noticed while rummaging thru your code.


*Snippet from Buildings_Production.xml

Line 679
<ThingDef ParentName="BuildingBase">
<defName>TableOrganvat</defName>
<EType>BuildingComplex</EType>
<label>bionic crafting table</label> *Wrong label

*Snippet from Recipes_Production.xml

Line   636   
<RecipeDef>
<defName>ExtractBiomatterCorpse</defName>
<label>extract biomatter from corpse</label>
<description>Extracts biomatter from a corpse.</description>
...
Line 659       
<products>
<ArtilleryShell>10</ArtilleryShell> *Wat? Should be Biomatter.
</products>

EDIT: I also noticed you need this code for the ExtractBiomatterCorpse RecipeDef to work:
<recipeUsers>
<li>TableOrganvat</li>
</recipeUsers>

#12
>>Abrexus
Bugs I've Noticed/Suggestions
*raw devilstrand's item description is the name
*Suggest wood log floor for starting out (maybe balance it out so it's not as beautiful as plank floor or has a walking speed debuff)
*Organ vat, and bionic crafting table have the same name
*Worktables need <itemSurface>False</itemSurface> variable to keep colonists from eating on them
*Suggest having a plasteel bar icon different than plasteel ore to avoid confusion
EDIT: You actually do have a plasteel icon in the textures folder, you need to change the variable in Items_Resources.xml from <graphicPath>Things/Item/Resource/Plasteel</graphicPath> to <graphicPath>Things/Item/Resource/PlasteelBar</graphicPath>
*"Organ Vat" (named Bionic Crafting Table) is still broken, no way to make Biomatter from corpses to make organs


You have fixed the medicine and mulch crafting. Thank you.
#13
>>Koupally
I understand were you're coming from, but he did just release this mod after all. Really the part that bugs me the most is that this hasn't been thoroughly tested by the author before release. The organ vat is very broken. WorkGiverDefs is incomplete leading to a few tables not even working at all. This game has a debug menu, you can unlock everything in game to test out mods like this. I just don't understand how a developer could drop the ball like that. At first I liked it, but now I'm just disappointed after wasting 3 hours playing it.
#14
>>Abrexus
Im pretty far into a game just using your mod (and edb stuff except scenarios). I have the chemlab and the bionics table. I queued up to make some medicine, I have all the ingredients but my colonists arent making any. I noticed in the workgiver defs that the chemlab isnt listed would that be the reason i cant make medicine? Also, i have corpses in stock in my fridge, but the bionics table doesnt have an option to process corpses into biomatter, only bills for body parts. Oddly though, its called a bionics work table and not an organ vat but the bionics table claims to be an organ vat. im a little confused. Could i get some feedback?

EDIT: Also, my dudes arent making mulch....
#15
>>millenium
backyard furnace? isnt that industrialization mod? Im pretty sure it isnt compatible with this mod.
>>Abrexus
Also, this mod adds a great amount of difficulty to this game.... and I absolutely love it! there are a few things like the occasional typo, on the looms crafting menu you have make cloth twice but one of them is for deavilstrand or something like that but its just named make cloth like the regular one. Anyways, I had a few reservations before trying this mod (not a huge fan of loads of crafting tables) but so far it is really quite great. 90% of it feels vanilla. I like it.