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.
Great job otherwise, love the mod.
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Show posts MenuQuote 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?
Quote from: LetheNyx on June 14, 2016, 09:09:43 PMQuote 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?
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?
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
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.
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
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
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
Quote from: Minnigin on June 13, 2016, 06:18:15 PMQuote from: nakie on June 13, 2016, 06:08:54 PMQuote 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?
Quote from: nakie on June 07, 2016, 02:51:57 PMThanks! Those are two of my favorite things as well. Both just random ideas, but they turned out alright.
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?
Quote from: CrownBee on June 07, 2016, 06:30:07 PMI'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.
(hauling loop, other discussion)
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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!
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.
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.
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.
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.
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.
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.
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.