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Messages - Slowtapus

#1
Ideas / Incapable of X suggestion
August 09, 2017, 01:39:27 PM
Hello all. Quite simply put I think that the Incapable of X type of work should be replaced with moods. This could be done in multiple ways. The way I am specifically thinking of is that things that give Incapable of X would instead give a negative passion towards it. This would represent that they passionately dislike the job type.

My primary reason for stating this is that many players new to the game and even long time players really dislike that some people will just sit down and die rather than bring food home. This change would mean that people with backgrounds that suggest a person is particularly bad at, inexperienced in or just dislikes a type of work will not only get negative moods from it and be at risk of breaking but also learn it slower.

Overall this has the same effect of allowing a person's background to profoundly alter their ability to do something - without requiring that they die before doing it. It also allows you to have different levels of handicap on a pawn as they can with passions. I apologise if this has been mentioned before. I only scanned the first 2 pages to check.

While this idea would use entirely pre-existing systems I feel like since it would demand reworking a number of those systems it doesn't at all qualify for a cheap idea. I'm interested to know what everyone thinks.
#2
Outdated / Re: [A13] Community Core Library v0.13.1
April 22, 2016, 07:01:36 AM
I've noticed an odd bug and am not 100% sure what causes it. However at times the CCL Vanilla hoppers get replaced by the vanilla ones.

It seems like it might be any time you load a game with different mods than you have previously. As in if you start a game with CCL Vanilla and then later add a mod that doesn't do anything to hoppers. I'm not 100% that this is the cause but it certainly seems like it.

I should clarify. It seems like all the CCL vanilla features vanish. Since the power draw part vanishes as well.
#3
Help / Re: Geothermal?
July 18, 2015, 08:48:58 PM
Quote from: 1000101 on July 18, 2015, 08:46:20 PM
Alpha 11b changed how steam geysers/geothermals check their restrictions.

PlaceWorker_OnSteamGeyser is never actually is called because the engine is now hard-coded to check for the geothermal plant earlier than when it checks the place worker restrictions.

However, Community Core Library has a place worker which allows proper placement on steam geysers.

What namespace/class is that check under? Thanks a bunch by the way!
#4
Help / Geothermal?
July 18, 2015, 08:30:21 PM
Hey all. So I'm having a weird issue. When making a different type of geothermal, using the whole PlaceWorker_OnSteamGeyser, etc. it will always say the space is already occupied. Thus refusing to let you place it anywhere. This includes if I simply make a duplicate of the vanilla Geothermal and rename it.

This makes me think that there's somewhere in the code that is telling everything that it's fine that it's already occupied space (because it will be despawning the geyser when it places anyway) for the vanilla Geothermal but not for modded ones. Does anyone know where this might be or what the problem actually is?
#5
Releases / Re: [A10] Glitter Tech v1.0
July 18, 2015, 03:24:03 PM
Quote from: darkrage000 on July 18, 2015, 02:33:38 PM
using S4 version, Xenon-Ion says 'space is occupied'
if i go into God Mode, i can place it as a Green object, but in regular mode, it stays red with the warning

I placed one in  GM and it went down without errors, then deleted it and tried to place again in regular mode.. still no luck, same errors

Odd. You're right. I had thought I fixed it because there was a problem in the XML data for it that was preventing it from being placed on steam vents in all modes and I fixed that. I'll figure it out, let you know what it was, and post an updated version. If it proves relatively simple I'll have it done in the next few hours.

Edit: I have fixed this in the version I use but it requires CCL and I have made some other changes already as well. So I am not going to post it without permission or some sort of ... more conclusive evidence that Sam_ is gone.
#6
Quote from: Vas on July 12, 2015, 06:07:35 PM
...

#9 - Confirming this. They will repair everything but the missing limb and then they'll just get stuck in a loop of trying to fix the missing part. Have the feeders set up and supplied fine.
#7
Releases / Re: [A10] Glitter Tech v1.0
July 15, 2015, 06:03:05 PM
Quote from: pktongrimworld on July 09, 2015, 05:54:26 PM
hmmm any reply from the op at all?

if abandoned, someone  could pick it up.

I've updated a stripped down version for personal use. I removed all the added body parts etc. so that it would be compatible with other surgery type mods. I haven't gotten to play with it yet so there might be bugs.

For those who want it: http://www.mediafire.com/download/540yllxnqlws40w/GlitterTech(s4).zip

I'll take it down if Sam_ requests. Sam_ is also welcome to use the files in this update however they want.

Let me know if there are any problems and I'll fix 'em.

Edit: 1. Grammar correction. 2. Bandages no longer bugged. 3. Fixed Xenon-ion.
#8
Quote from: Kriyppler on March 23, 2015, 03:08:20 PM

...Definitely interested!


Any requests for it then? I'm waiting on permissions and sorting out the tweaks now.
#9
Quote from: Hayhorse on January 06, 2015, 07:06:05 PM
Norton freaked out over the .dll files in the end of these mods, restoring them now, god Norton they are just .dll files and it also grab a classlibrary5.dll file that is allegedly from my OS so Norton just tried to kill my laptop I think!

EDIT: The modpack wouldent work because Apoth and Central heating were loading before the core game after adding them.

EDIT 2: They seem to cause the game to not load after loading them even with a different name to allow loading the game still crashes it with a blank log, any fix for this?
Mods enabled: Apothecarius, Central heating, EDBInterface/mod order/ prepare carefully, ED-Core/Deepstrike/Embrasures/Lazerdrill/Omnigel/Personalsheilds, Icesheet, LIT, M&Co. common/MMS, RTGs, Extended Bionics, Turrets pack (A8 conversion), Vas Hydroponics and the Front NDP from small NPD mod.


That is very odd and not a problem I had. There was a EdB's mod order mod in it I believe. Which should have let you just change the order. Given that small NPD was not in the original pack I am going to guess that was the problem.


Quote from: Kriyppler on March 23, 2015, 11:08:28 AM
Will this come back?

I'm playing with a mod assortment now so I could bring it back if everyone is interested.
#10
Mods / [Request] Trader Expansion
March 21, 2015, 01:35:01 AM
Hey all. I have an idea and a rough idea about how to do it. The shimmy of it is a building that, when constructed, will cause the trader event to refire any time there is no active trader. It would be fairly expensive and perhaps even need silver to be used.

I'm sure there are many ways one could expand this idea. Research and extra hoops to let you choose the trader, requesting a specific item, all the way to allowing you to launch colonists off in a ship and have them become their own trader with an inventory you can roughly pick based on the number of colonists you sent up. One that will visit you more frequently or can be called to you. Perhaps even allowing you to put items in the ship to start them off and those will be the items they acquire and trade in. So plenty of concepts.
#11
Quote from: Izule2003 on December 27, 2014, 07:28:12 AM
...might try this mod pack again later seems like I cant get it to run, kinda sad.

Odd. I don't have that problem. I will look into it. Is there any way to get in better contact with you to help with this? PM me if so.
#12
0.81 up! Enjoy! If I made any mistakes let me know.
#13
Quote from: harpo99999 on December 19, 2014, 06:29:03 AM
the issue is more to do with the mouseover temp display, as I am currently in a game in a borial forrest underground in winter ,the room is 21c the mouseover shows -30c BUT the plants are GROWING and harvesting in the hydros


Confirmed. It is just a display bug. My bad :P
#14
Edit: Any Impassable object (such as hydroponics basins) are labeled as outside. This appears to purely be a display bug.
#15
Quote from: kokuto on December 15, 2014, 12:19:38 AM
I await the next iteration to the mod pack.

If the bionics mod doesn't get updated, perhaps the Cybernetic Storm Mod may be a viable replacement. Then again, both have areas that overlap.

I'll look into it. Given that only about half the mods in the pack have been updated so far things may be late. It's the holidays so I get it. I've also not been in a Rimworld mood for the last while. Though it's coming back.

So I will be looking for alternatives and hoping mods get updated. I will try to release as soon as possible.