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Messages - Lupin III

#31
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
KLk, can you please share your modlist so we can check which we have in common?
#32
I'd really like to see this mod for A17 as well (although it quite often meant a few of my pawns ended up in hospital or dead when going haywire on the small critters ;) ). In the meantime I'd suggest Blight Containment. It's not similar, but it still gives blights a little bit more of a realistic feel (mostly only hits one type of crop and can be contained by walls).
#33
Quote from: Canute on August 22, 2017, 09:19:21 AM
The linked storages is good when you got mass of one item.
But bad if you got many different items.
If it's "intelligent", it would stack new small stacks to existnig ones on one of the storage objects. Also, since storage objects are "normal" stack based now (which is a good change), those objects could just store stacks of different things (like rice+potatoes+berries) on the output tile.

Quote from: Canute on August 22, 2017, 09:19:21 AM
Just the mass of different items special when you salvage apparel is the bottleneck. Do you remember i wanted a big fabric hemper that can hold all kind of textiles at once, a 10x4 box ! :-)
Yep, I'd really like a textile and ammo shelf, which can store different types on the same shelf (but leads to the same stacking problem as above). Those resources are really cluttering the whole workshop floor and the large area of open ammunition already sent someone into a coma, because my pyromaniac ignited a stack of ammo and the unlucky guy who was just in the area got shot in the neck by exploding bullets (other casulties: a trader and his muffalo; the faction didn't like that at all).
#34
Quote from: skullywag on August 22, 2017, 08:45:04 AM
Your "link" way is plausible and the code that would be involved isnt majorly difficult to write but all you get out of it is slightly tidier baskets...the end result is the same as the "normal" way in that you will end up with all of them full given enough items, so whats the value?
I don't care so much about tidy baskets and full stacks (not OCD ;) ), I'd like to use it with industrial rollers for example. They usually automatically distribute stuff within the stockpile they are connected to so the tile where resources are delivered to doesn't fill up. Usually you set up the roller so you have a small stockpile on the rollers near your farm for example. The roller deliver the resources from there to a same priority stockpile in your freezer. The problem is with this setup I can't use storage objects. I would have to set the priority of them higher than the delivery stockpile so pawns move stacks to the storage objects. But in that case they start to directly carry stacks from the farm to them ignoring the stockpile on the rollers near the farm, obviuously.

Instead of linking you could make the storage objects placeable on stockpiles and whenever something lands on an input tile it gets stacked. That way the storage objects would be almost identical to a normal stockpile except for the additional capacity. I do understand though that this will clash with the current way that objects can only store stacks of certain types (which is something I really like).

And I agree, messing with priorities might be too much. It could break other setups (like the one described for industrial rollers for example).
#35
Quote from: KLk on August 17, 2017, 03:16:48 AM
Friendless, traders or just visitors LAG a ton to my game, play at 3 is like play at 0,5 :(
Same for me, especially with traders. Also the traders and their muffalos are jumping all over the place at speed two and three and everyone is "rubberbanding" - moving forward two steps, moving back one- at speed one. The jumping (several tiles even into walls and other rooms) is only "virtual" though, on pause everything is in a sane position. I have no errors on the console during that time and speed improves noticeably with every single trader pawn leaving the map.

my  extensive mod list:

       
  • Core
  • HugsLib
  • ExpandedProsthetics&OrganEngineering
  • EPOERebalanced-1.2
  • CombatExtended
  • CombatExtended Guns
  • Achtung-Mod
  • Advanced Cabinets
  • AllowDeadMansApparel
  • AllowTool
  • AnimalTab
  • AreaUnlocker
  • BetterCoolers-BetterCoolers1.4
  • BetterPawnControl_v1.6.5
  • BetterVents-BetterVents1.4
  • BionicButchery
  • Blueprints
  • CleaningArea
  • Coffee and Fire
  • Cooks Can Refuel
  • DamageIndicators-master
  • DeathRattle
  • ED-Embrasures
  • ED-ShieldsBasic
  • ED-ShieldsCE-1.1
  • EdBPrepareCarefully
  • Enlighten
  • ExpandedContextMenu
  • ExtendedFabrics-ExtendedFabrics1.5
  • ExtendedStorage-ExtendedStorage3.0
  • FeedTheColonists-A17.2
  • ForceDoJob
  • FluffyBreakdowns
  • FreshStockpileFilter-master
  • Furnace-0.17.1546
  • Hand Me That Brick
  • HeatMap
  • HelpTab
  • Hospitality
  • I am rich you know
  • ImprovedWorkbenches
  • Inspiration
  • It is It or you
  • LED-Lights-Extended-1.1
  • LT-DoorMat_1.0.7
  • MarvsLimitedBlightWithCarriers
  • MassGraves-0.17.1.0
  • Medical Training - A17
  • MedicalTab
  • Mending
  • Miniaturisation-0.17.2
  • MiningCo. AlertSpeaker
  • MiningCo. DrillTurret
  • MiningCo. ForceField
  • MiningCo. MiningTurret
  • MiningCo. MMS
  • MiningCo. SpotlightTurret
  • Minions V4.2
  • Miscellaneous_Core
  • Miscellaneous_Incidents
  • Miscellaneous_Objects
  • Miscellaneous_Robots
  • Miscellaneous_TrainingFacility
  • ModListBackup
  • Modular Tables A17
  • Moody
  • More Vanilla Turrets
  • MoreReasonablePrisonBreak
  • NoAnnoyances
  • Notifications Archiver
  • PathAvoid
  • PawnsAreCapable
  • PowerSwitch
  • PriorityTreatment A17
  • QOLTweaksPack-1.0.2
  • QualityBuilder
  • QualitySurgeon
  • ReclaimFabric-ReclaimFabric1.9
  • Refactored Work Priorities
  • RelationsTab
  • ResearchPal
  • RF - Fertile Fields
  • RF - Smooth Stone Walls
  • Right-Tool-for-the-Job-Rebalanced-0.17.1.15
  • RimFridge
  • Rimworld_IndustrialRoller
  • Rimworld_ModSyncNinja
  • RoofSupport A17
  • RTGs
  • RT_Fuse-A17-1.0.7
  • RT_SolarFlareShield-A17-1.2.1
  • RWAutoSell
  • RW_ColonistBarKF-0.17.1.12
  • Thingamajigs
  • TradingSpot
  • twoski-Synthmeat
  • WM Reuse Pods
  • WorkTab
  • Lupin-Popcap
  • ElectricStoneCutting_v1.02
  • JTBetterHauling
  • StackMerger
#36
Quote from: DoctorVanGogh on August 22, 2017, 04:15:17 AM
What actually does happen is a drawing issue. The stack on the input cell is there, it's just not drawn. You can check this yourselves by hovering with the mouse over the cell. There'll be a 'somethingsomething x [stacksize]' line in the bottom left. Also the stack is selectable, it's icon is just invisible.
Ah, you are right. When loading with 3.0 the stacks were there again. It was just weird because I had dogs deliver stuff to the same input cell and it never seemed to stop/get full. Maybe the stacks they were carrying were just to small to fill up the input cell in the time I was watching resources disappear in horror. Unfortunately we will never find out, because the Labradors have since been turned into meals on the suspicion of embezzlement. :o

Another feature idea: would it be possible to "link" multiple storage items if you build them side by side, so distribute whatever is put into them beween themselves? Similar to what quantum storage (a mod I really like, but currently is not working with A17; and the "quantum" part always felt out of place, I much prefer your realistic solution) does with the warehouse upgrade (it distribute anything that's put into the stockpile between it's storage tiles).
#37
Quote from: TheWrongColonist on August 20, 2017, 08:08:02 PM
Quote from: Lupin III on August 15, 2017, 12:32:20 PM
Quote from: Lupin III on August 15, 2017, 11:52:42 AM
...I have a 10x10 walk-in freezer that worked fine for storing raw food and meals for my colony. But without any obvious reason pawns are now moving around small stacks all the time within the stockpile.
...pawns are moving stacks around again even without this mod... I've redrawn the stockpiles and changed settings of them, but they are still doing it.

I think i have the same problem:
As I found out, it's an incompatibility between smarter food selection and combat extended. They are doing that when trying to train animals.
#38
The newest version (3.0.1) of extended storage "eats" whatever is put on the input cell when the output cell is full. Let's say I have a food basket with 500 rice on the output cell, the input cell is empty. A pawn comes along and drops another stack on the input cell...and it's gone. Still 500 on the output cell, input cell empty again, no errors in the log. I think I lost quite alot of raw food, meals, steel, silver, wood, pretty much of every resource until I saw what's happening. Everything worked fine with 3.0 and updating extended storage is the only thing I changed. I'll revert to 3.0 for now.
#39
There is a small issue with (I guess) combat extended and the shooting targets. When pawns have to reload at the shooting range I get "No joyKind!" errors. Doesn't break the game and unless I just installed a new mod I have the console auto-open  disabled anyway, so I don't even see it. Just wanted to let you know ;) .
#40
Quote from: NoImageAvailable on August 19, 2017, 03:16:41 PM
Pretty much the only way to please everyone would be a toggle, which would take a lot of effort to implement for relatively little gain and take time away from other development.
Now with mod patches how about a small addon mod that just overwrites the labels of all weapons and does nothing else? If someone wants those names, they just load this small mod after CE and CE guns.
#41
Well, I just had a pyrophobic pyromanic in a visitor group. Pyromaniacs don't ever extinguish fires anyway, but what would this guy do? Light a fire than flee in panic? Must be a hard life for him ;)
#42
Quote from: Hungry Colonist on August 17, 2017, 05:41:38 PMYou came here to download a mod called Combat ->Extended<- and that's what you're getting.
You are right it's called "combat extended", and not "learn your guns". I install this mod, because the combat mechanics of the base game are lacking, to say the least, and not to learn random character and number combinations. Those names don't add anything to combat, but make the game tedious whenever you have to deal with guns, be it manufacturing, equipping, buying/selling and scrapping.
#43
Outdated / Re: [A17] FoodAlert
August 19, 2017, 02:31:07 PM
Wow, just a few hours ago I had a minor crisis where my colony was close to running out of food at the end of the winter, and now this pops up on the first forum page ;) . I averted the crisis by building a big "green house" around my outdoor fields, but wasted alot of resources for that.

How do you calculate the remaining days? Looks like just dividing meals by colonists. That's not very useful, because my food shortage was caused by 30 labradors and 50 hares (the game is grinding close to unplayability because of the animals, but that damn trader I want to sell them to just doesn't show up). They went wild in my food stores and reduced the 500 meals and 8000 potatoes/rice I had at the start of the winter to almost nothing. Also I don't think pawns eat just one meal per day, the ones that are almost perma-stoned definitely don't.

How about you take "inventory" every game day and show how much meals or generally combined nutrition have gone down? Would be much more accurate.
#44
Quote from: Razzoriel on August 07, 2017, 09:56:24 AM
Butchering organs from corpses is kind of OP.
I don't think it's OP. The window for it to be done is very short anyway. IRL people, who have just died, can be organ donors as well.
#45
Quote from: NoImageAvailable on August 16, 2017, 10:46:15 AM
Look at Rimfire to see the problem with that approach. You end up with an armory containing "pistol", "modern pistol", "rimfire pistol" and similar non-descriptors. And what do you do if you have say, an AK-47 and AK-74? "Old Soviet assault rifle" and "Modern Soviet assault rifle"?

You gave an excellent example of how it would be much easier to discern different weapons. With that description at least I know that something is a pistol or assault rifle and which one is most likely better (because "newer"). Why should anyone be confused by that? But if I want to assemble a pistol for someone and I see a list like that "SVD, PTRS-41, M24, Tac-50, Degtyarev DP, M60, RPD, PKM, AK-12, Tec DC-9, KRISS Vector, Mossberg 500, Saiga 12K, USAS-12, M1911, P7, Taurus Judge, SKS" my only way is to get into the description of every single one of them to find out what of them is a pistol in the first place.

[feature request] On a slightly different but related topic:
It would be nice to be able to select "any pistol" or "any weapon of kind x" for a loadout, or generally alternatives in a loadout ("get that SMG, if available, otherwise take that pistol"). The differences between different weapons of a kind are small enough that I don't care about them until later in game when I can afford to build a certain weapon for the whole squad.