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 - AHare

#16
Outdated / Re: [A12] Project Dog - Community Dog project
September 10, 2015, 04:41:11 PM
I can probably do a decent K-9, and I have a few ideas for other famous dogs that I'm gonna try.
#17
Outdated / Re: [A12d] [GUI] Work Presets (v1.0)
September 09, 2015, 11:30:46 PM
Deactivating work presets seems to cause SquadBrain errors when loading existing colonies which glitches the game out. Any way to fix that?
#18
Okay, having an issue with v41. After updating to it my industrial cooler doesn't seem to work and says 0 exhaust ports connected, despite there being four. I've deleted them, updated, and remade them multiple times and still they don't seem to connect. The only error I get is after updating, which is this. This is on a new colony for testing purposes btw, also does it in my existing one.

And a much less important issue, the "Switch Channel" icon is displaying as the default texture not found icon.
#19
Mods / Re: [Request] Bigger Doors
September 08, 2015, 09:06:59 PM
Quote from: ItchyFlea on September 07, 2015, 03:49:12 AM
I gave this a go.
I made it, but encountered a few issues.
1) The doors still only appear to be 1 tile in size.
2) Pawns can get stuck in the side of the door. (Only seems to happen when the door is being built, have to remove the door to free them.)
3) The region system seems to not like the door. This may have serious side-effects during gameplay, or it might work perfectly fine.

A .dll mod is required to fix those issues, and unfortunately I am unable to make one in this case. (Beyond my capability.)

Anyway here's the mod in it's current, kinda working state: Bigger Doors v1.0 :)
Ah, thanks for trying Itchy :D Sucks about those issues, but I guess it's workable.
#20
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 08, 2015, 02:20:34 AM
Quote from: Wivex on September 08, 2015, 01:21:44 AM
Quote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.

I doubt that those issues have anything to do with this mod since it only modifies work priority values and nothing else. Can you post other mods that you also used there?
Oh, strange then. Maybe I did overlook something, I'll try again later. Here's a list of my mods, http://pastebin.com/4EES2gsf
#21
I just had 47 meals disappear out of one of the tray racks :( Happened as soon as a pawn woke up and pulled out the meal in his inventory to eat. Waited, did it again.
#22
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 07, 2015, 08:12:53 PM
Quote from: Florius on September 07, 2015, 07:57:23 PM
Quote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.

Not sure if that last one is caused by the mod, seems a little odd. Are you sure they can access the area, (unrestricted)? And are the beds assigned to the colonists?
Yes and yes. Three nights and none of them will head to bed.
#23
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.
#24
Quote from: Latta on September 07, 2015, 01:16:56 PM
Quote from: AHare on September 07, 2015, 12:26:06 PM
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?

Would you post your setup?
http://i.imgur.com/toT0bFp.png
The temperature reading is for the inside of the freezer.

Did a quick test, and I figured out my problem. Active vents don't really work like I thought they do, so the one on the wall is putting way too much cool air from the freezer into the rest of the room instead of only a little when needed. So much for using that on hot days!
#25
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?

Love the mod btw.
#26
Mods / [Request] Bigger Doors
September 04, 2015, 06:05:25 PM
Simple idea, doors that are 2 and 3 wide. I find putting two doors next to each other looks strange, more so with three of them.
#27
Ideas / Extreme Temperature Hazards and incidents
September 02, 2015, 09:42:52 PM
I just did some testing to see what happens in extreme temperatures, and I was a bit disappointed to find out...nothing happens. Pawns get hypothermia or heatstroke, which is good and expected, but it doesn't seem to affect much else. So I have a few thoughts:

For pawns:
- Along with hypothermia, extreme cold slows a pawn's speed at doing anything. A low enough temperature can freeze a pawn in place.
- Extreme temperatures makes pawns want to sleep more, with heat giving exhaustion.
- In extreme heat, there is a chance for pawns to spontaneously combust. This is more likely if they are wearing clothes, however it's still a relatively unlikely. Chance does increase as the temperature rises though.
- Prolonged exposure to extreme hot or cold causes damage over time, scaling with the temperature.

For food and items:
- Heat causes food (especially meat) to spoil more quickly, until it reaches a certain point where...
- Extreme heat (250f+) can cook meat, making it more appetizing to colonists but also taking longer to cook. The hotter a room is, the faster it will cook.
- Cloth and textiles can catch on fire. This includes worn clothes.

Other:
- There is a chance for plants and trees to catch on fire when it gets hot enough.
#28
Quote from: mcduff on August 29, 2015, 08:02:16 AM
Has anyone tried the storage buildings on A12?
They work, but there are constant errors in the log about not being able to get the VolumePerUnit, but it doesn't seem to be too much of an issue.
#29
Would it be possible to add a copy+paste function to the modular hydroponics? Changing a few dozen plant types one at a time is...not fun.
#30
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
January 21, 2015, 02:55:37 PM
Hey everyone. Unfortunately, due to some life things and just lack of interest in games as a whole, I haven't really been able to update this or my other mods. Telkir, creator of T's Mods has asked to update this, so it should be in his mod pack soon!