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Messages - SpeedDaemon

#1
It's quite possible I'm just being stupid about the way GitHub works, but I can't find a non-Steam download link anywhere... :(
#2
Ideas / Crafting: Item quality, inspiration, and mood
November 05, 2015, 10:38:25 AM
Another thread regarding the quality of items you get from your crafters got me thinking, and I came up with this idea.

Instead of the item quality being based solely on a random distribution, give high-level crafters an "inspiration" score for certain types of items that affects the quality of the resulting items.

The general idea is that even a godlike sculptor, if forced to sit in a room and make statues for two months, will be turning out "Crafting Room Lamp In Marble," and "Brick from Crafting Room Wall XLII" after a while (and probably get a mood debuff, too).

On the other hand, if you let them participate in battles, view other legendary items, or witness the Epic Thrumbo Thwapping of 5506, they're far more likely to turn out something good themselves.

Essentially, each item would have a related inspiration score. When the score is around 0, they'd produce mostly normal-superior, with small chances of getting something better. At higher levels, you're almost guaranteed to get masterwork or legendary. Once it goes below zero, they'd get a "Not another $ITEM!" negative mood, and start turning out crap. Going too low could result in a mutiny: you tell him to make another chair, but end up with a statue instead, because that's what he really wants to make. (having a mental break with one of these thoughts active would give a good chance of them running off to smash up the nearest example of whatever it is they're sick of making, which might be really bad if, for example, their target is a statue in your common room, and they have a minigun equipped)

If they see a good bed, their inspiration for all furniture would go up a bit, and beds specifically a bit more. Every time they made a bed, all furniture would go down a bit, and beds down a lot.

Hopefully, the end result would be that if you have your high-level crafters make things when you need them, you're very likely to get something good, instead of having to grind out twenty of them, but trying to industrialize them would result in mediocrity.
#3
Ideas / "Do until you have X" stone block bills by type
November 02, 2015, 11:37:09 AM
The bills for turning stone chunks into blocks really need to be specific to a certain stone type rather than all in one bucket.

As it stands right now, there's no way to maintain an inventory of more than one stone block type without micromanaging the heck out of multiple bills on the stonecutter table. You can tell them to only use a specific stone type in a given bill, but "do until you have X" counts stone blocks of all types.

I would keep the existing bill as is, but add stone-specific ones that ignore everything not of their stone type.
#4
Quote from: Spectre on October 31, 2015, 07:11:16 PM
The most reliable way of killing a colonist without a mood penalty is simply drafting them, walling them in somewhere and just waiting. I found any other method tends to other colonists trying to save them or taking a major mood debuff. These days I just build a wall around them, wait for them to starve to death and butcher the body.

This! I'm still waiting for lava, so we can do the Dwarf Fortress, "Look! A masterpiece lever we made just for you! Please give me a second to close this fireproof door before you pull it..."

There have also been a few times I've had to reprimand my construction workers (with lavish meals) after they negligently walled off someone's bedroom door while they were sleeping.
#5
Quote from: code99xx on November 02, 2015, 12:24:53 AM

Ofc short circuits can happen in one of the battery rooms even if they are disconnected from the network but thats why I have several such rooms.


Can you even get "zzzt" events in conduits that are "integrated" into equipment (batteries, geo generators, etc.)? I always design my battery rooms such that once the isolation switch is turned off, there are no standalone power conduits on the isolated circuit. I've gone several entire games, and never had a short circuit in a room like that.
#6
Quote from: 1000101 on October 29, 2015, 02:19:26 AM
If you are getting the 1000W/unit, that means that the game can't find "A2BBelt."


Yeah, there may be a larger issue... I just powered up a section of normal belt, and it immediately spammed my error console to death, with the normal belt graphics flickering like crazy.

Only have (in order):
CCL
CCL-VT
FixBone
RedistHeat
A2B Conveyors
A2B Selectors

A2B was added after this colony was started, so I'll try starting a fresh world/colony.
#7
Quote from: 1000101 on September 14, 2015, 07:46:00 AM
Quote from: Riddle78
Digging the concept. I'm building my conveyor system now,to get my metals from my extractors to the stockpiles. However,I have noticed a VERY big issue. Undertakers,set to lift mode,draw well over eight thousand units of energy per tick to run,each. Please tell me this isn't intentional.

EDIT: Here,have a screenshot.

- snip -

The important bit is highlighted in red. The one to the left of that one,which is already turned off,draws over eight thousand watts. THAT one draws twelve thousand. Any idea why? If it's intentional... Why? It's impossible to get enough power to fuel such a system,if that's the case.

That I have not seen in my tests before.  I would suspect that you have a complete connection of underground belts under your "sorting room" to the left.  Make sure that there are no underground belt sections under the three undertakers and selector in that room.  If you have a complete straight line connecting the underground belt sections, they could indeed draw more than you'd expect.  If they are not connected and that lift is only powering those 12 sections, then there must be a bug.  Double check your configuration, I suspect that there are unintentional underground belt sections in certain places causing them to all link into one giant network.

This has gotta be a bug. The power usage for the powered lifts seems to consistently be 50 + ( num_powered_componets * 1000W ) instead of 10W per or whatever it's supposed to be.

Unfortunately power per component doesn't seem to be in the XML, so the only way I've found to work around this is every time I build an underground section, save, exit, edit the base power usage of the lifts to 50 + (( total_underground * -990)/total_lifts) to compensate, and restart...
#8
Quote from: starburst98 on October 25, 2015, 05:03:03 AM
you NEED the community core mod. so it is:
core
community core
redistheat

Yes, I have:
Core
CCL
CCL-VT
RedistHeat
FixBone

(also tried with RH and FB switched)
#9
I'm having the same ducts-won't-connect problem as Quickbowjob. In my case, adjusting load order doesn't fix it, though. The only other mod I have is FixBone.

Do you have to start a new colony, or something?