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Messages - Der Failer

#136
Outdated / Re: [A16] Vegetable Garden v5.3e [1.22.17]
January 24, 2017, 10:39:39 AM
Quote from: dismar on January 23, 2017, 05:30:31 PM
But I would miss you if you stopped coming here!
No worries, this mod is way to good to drop it for such a small inconvenience. :)

I will continue to do my best to break it. ;)
#137
Off-Topic / Re: Count to 9000 before Tynan posts!
January 24, 2017, 10:20:56 AM
5077
#138
Off-Topic / Re: Count to 9000 before Tynan posts!
January 23, 2017, 09:46:15 PM
Quote from: mabor0shi on January 23, 2017, 09:20:40 PM
Quote from: Der Failer on January 23, 2017, 09:03:29 PM
Most metals need at least a few hundred degree Celsius (sry not going to bother myself with fahrenheit scale)
I'm American. Is a few hundred degrees Celsius really so cold that it will cause difficulty?
5070
Here you go

You can ignore all below Aluminum for most everyday objects.

The two big problems with metalworks are:
The huge amounts of energy needed to get to thous temperatures (metalworking is one of the most power hungry industry) and ways to handle them without in a way that does not burn the whole neighborhood. At thous temperatures, if it can burn it will burn.
5071
#139
Off-Topic / Re: Count to 9000 before Tynan posts!
January 23, 2017, 09:03:29 PM
Hm i don't think 3D printers will cause a problem on a global scale, sure some manufacturing branches will suffer or even die out. But that's nothing new, new technology often means that "old" job become unnecessary.
Also just look around you and thing about what materials are needed for that stuff, you'll probably find lots of electronics, plastics, metals, wood and some sorts of tissues. So everything "needs" electronics nowadays, but that itself more often then not requires extreme precision (talking micro- or nanometers here), as well as some "funny" chemicals to produce and i don't see technology to get all of this in your basement any time soon. Plastics also often requires chemicals, but is most likely the way to go. Most metals need at least a few hundred degree Celsius (sry not going to bother myself with fahrenheit scale) and on a small scale that a neither efficient nor easy to handle. Wood is already available for 3D printers, but most of it is either looking like wood but actually plastic, or it's actually wood (dust) compressed in to things but then is only look to some extend like wood (will surely improve over time). Finally we got all sorts of different fabrics, i honestly have no idea if you can print clothes, but we will see.
Last but not least, there is the whole manufacturing industry which has obvious reasons, to limit the potential of privat 3Dprinters, and a lot of money in lobbying. So if they expect this to be a problem for them we will soon see laws against 3D Printers (of some sort).

I think a real issue will be better and more intelligent robots and bots.
5069
#140
Off-Topic / Re: Count to 9000 before Tynan posts!
January 23, 2017, 06:39:00 PM
Quote from: mabor0shi on January 23, 2017, 06:22:54 PM
I was joking. I respect your name. It takes a lot of guts to call yourself that.
Or you have to be young and stupid... but that aint me... ... ...

E
Exist Trace

So why do we do that again?
5066
#141
Off-Topic / Re: Count to 9000 before Tynan posts!
January 23, 2017, 06:07:06 PM
Quote from: mabor0shi on January 23, 2017, 05:17:17 PM
Der Failure!
Dude it's Der Failer, is not that hard. But I'm sure you get it right, if you just try hard enough. :)
C
Cali Gari
Special tanks to who ever creates all of thous Wikipedia list ;)

Also thanks for making me google "Visual Kei"....

5063
#142
Off-Topic / Re: Count to 9000 before Tynan posts!
January 23, 2017, 05:05:12 PM
Quote from: mabor0shi on January 23, 2017, 04:42:45 PM
Quote from: Der Failer on January 22, 2017, 10:51:30 AM
-snip-
Sorry but i like my random pics to be random ;)
I wanted to have a theme, but NOOOOO!!1! you said "random" so now: I am punishing you with randomness.
-snip-
Actually you talk first about random pics:
Quote from: mabor0shi on January 22, 2017, 03:12:22 AM
Are we posting random pictures now? This thread needed some life, Clem. Good job.
-snip-
So you're punishing yourself with randomness...

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[attachment deleted by admin due to age]
#143
Mods / Re: Trump
January 23, 2017, 11:58:54 AM
Quote from: Louisthebadassrimworlder on January 23, 2017, 11:44:14 AM
I really didn't expect this to get any replies  ;D
On a political topic, in these days?! o.O
#144
Off-Topic / Re: Political Standpoints?
January 23, 2017, 11:55:49 AM
Missing the: "Hell yes Bernie, but no American so..." Option :)
#145
Off-Topic / Re: Count to 9000 before Tynan posts!
January 23, 2017, 11:53:11 AM
Quote from: mabor0shi on January 22, 2017, 08:43:44 PM
Quote from: Der Failer on January 22, 2017, 10:51:30 AM
Sorry but i like my random pics to be random ;)
Random is often boring. 5049
-snip-
Well, i guess so...
#146
This always bothered me, but i never really look in to it. So thanks for this fix. :)


Quote from: Tanelorn on January 23, 2017, 06:25:44 AM
Can you point me to where in my save file I might find a way to correct this? I'm sure it's in the internal work tab assignments I just don't know where specifically to look.

Remember to backup your saves before editing them!

Open your save file with Editor (or an other Program with similar functionality). Using the search function find the colonist by his/her name. It should look like this:
<thing Class="Pawn">
<def>Human</def>
<id>Human469</id>
<map>0</map>
<pos>(132, 0, 123)</pos>
<rot>2</rot>
<faction>Faction_9</faction>
<kindDef>Colonist</kindDef>
<gender>Female</gender>
<name Class="NameTriple">
<first>Christoph</first>
<nick>Ricky</nick>
<last>Torrence</last>
</name>

If it doesn't your probeply some were in the "taleManager" part of the save so keep going (for older save it might be beneficial to start the search form the end of the file).
From here scroll a bit down to find the <workSettings> looking like this:
<workSettings>
<priorities>
<vals>
<li>1</li>
<li>1</li>
<li>0</li>
<li>1</li>
<li>1</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>1</li>
<li>0</li>
<li>0</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>3</li>
<li>3</li>
<li>3</li>
</vals>
</priorities>
</workSettings>

The order should be the same as ingame, if you don't feel like counting just set all to 0 and reactivate as needed ingame.
#147
Quote from: filippe999 on January 23, 2017, 08:56:48 AM
Is it still compatible with alpha 16?
No really if i recall correctly, but rshingleton has updated it in a new threat and i think there a also updates by Rock5 and Hatti somewhere in this threat.
#148
Outdated / Re: [A16] Vegetable Garden v5.3e [1.22.17]
January 23, 2017, 10:36:24 AM
And yet again I'm here with xml inheritance problems. :/
This time the troublemaker is Cookingtools:
Config error in CookingTools: CookingTools has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in CookingTools: CookingTools has components but it's thingClass is not a ThingWithComps

I fix it for myself by changing the load order.
#149
Off-Topic / Re: Count to 9000 before Tynan posts!
January 22, 2017, 04:56:12 PM
5046
#150
Outdated / Re: [A16] Vegetable Garden v5.3d [1.6.17]
January 22, 2017, 11:56:52 AM
Quote from: dismar on January 22, 2017, 11:15:05 AM
Quote from: Der Failer on January 19, 2017, 07:50:43 PM
I just had a few warnings about PlantRaspberry. It took me a bit to figure it out, but the problem seems to be that the raspberry uses the vanilla PlantBase instead of VG's base. I thing it should be VG_PlantDef, right?

it's fine, but what are  the errors?
Config error in PlantRaspberry: undefined preferability

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Config error in PlantRaspberry: no foodType