Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - 99victor

#1
The circumstance that caused this issue are as follows...

1. One shelf that only allows stone blocks of granite and marble. This will make 6x 75 shelves available for a total of 450 units of specified stone block storage.
2. A stone cutting table with 2 jobs
    a. Make granite blocks, Do until you have 220
    b. Make marble blocks, Do until you have 220
3. Have no other stockpile available for stone blocks to be stored.

What is happening is that 4 stacks on the shelf have been filled with granite (300 units) and 2 are marble (150 units). Because the stone cutter cannot store the additional marble stone blocks on the shelf on the same stack as the excess granite stone blocks, when the stone cutter finishes making the additional blocks to complete the job, they are dropped on the floor and the cutter still thinks the job isn't fulfilled. The stone cutter then goes to grab another marble chunk to attempt to complete the job, which repeats endlessly until an additional stockpile is created of the 4th shelve is opened up and filled with marble blocks.

I expect the hauler pawns to able to either reorganize the shelf to allow the usage of all available storage space which would compete the jobs on the stone cutter table, or be able to store multiple item on a single shelve.

The added functionality and space of the shelf is great addition to the game. I think a good fix for this, which would also satisfy your OCD players, is to allow us to set storage restriction on each of the 6 shelves of the shelf.

#2
Bugs / River Water Animation Barrier
November 02, 2018, 07:56:03 PM
I was messing around in dev mode on a river map. I modified the terrain so that the river forked around my base. After adding "Shallow moving water" and "Chest Deep moving water", I noticed that there is some barrier that is generated when the map is created that prevents the water flowing animation from following up the newly created river. It would be cool if we could do away with that if possible.

#3
Any plans to go full mad scientist? You know like create your own living Frankenstein pawns?

Special Production Items
FrankenBench: To manufacture a torso and head.
Life Support: Life Support module to place next to medical bed (Like the vital monitor) to keep torso and head alive.

Manufacturing Process
Stage 1 = Manufacture a Torso w/Head at the "Frankenbench" (not sure what the ingredients list should be?)
Stage 2 = Torso w/head, no arms and legs moved to the medical bed that has life support (immobile, must be kept fed and must administer 2 glitter world medicine per day (every 12 hours) until legs are installed or the pawn dies.)
Stage 3 = Install prosthetic legs (mobile, cant do any work tasks and must be kept fed and must administer 1 medicine per day until arms are installed or the pawn dies.)
Stage 4 = Install prosthetic arms (fully functional pawn but must be administered 1 herbal medicine per day or health starts to deteriorate until death.)
#4
General Discussion / A18?
August 15, 2017, 05:13:34 PM
Just curious if there is any discussion about whats coming with the next alpha?

Does he have a dev blog somewhere I'm not seeing?

Seem's he went completely silent since the release of A17.
#5
New features tend to bring back players who have become bored with the current state of things. Since this game is still in development, you would want the most people possible testing after a new release.

+1 Wait

...and thanks for letting our voices be heard!
#6
Ideas / Skill Notifications
February 04, 2017, 06:52:38 PM
I think it would be nice if your received a notification/sound when a pawn gains a level in any skill. It kinda gives you a feel of how quickly they are progressing in their trade... ect.

***EDIT***

Also it would be cool to see the top skill of your pawn on the top pawn menu. Maybe even add icons for each skill so you can see their highest skill level and what skill is their highest at a glance.
#7
Outdated / Re: [A16] Vegetable Garden v5.3e [1.22.17]
January 29, 2017, 03:00:07 PM
Quote from: 99victor on January 29, 2017, 12:43:49 PM
Has anyone attempted to get this mod to work inside the Medieval Mod?
Im trying right now and everything seems to work except access to the loom. Not sure if its locked behind a research project, which I will find out soon enough.

Any advice?
It was locked behind "Complex Clothing"
#8
Outdated / Re: [A16] Vegetable Garden v5.3e [1.22.17]
January 29, 2017, 12:43:49 PM
Has anyone attempted to get this mod to work inside the Medieval Mod?
Im trying right now and everything seems to work except access to the loom. Not sure if its locked behind a research project, which I will find out soon enough.

Any advice?