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Messages - Canute

#9991
Damn Japanese, they copied your MAI :-))
Fujitsu develop the Robopin.

#9992
Unfinished / [Idea] Hauling insect hives
April 17, 2016, 06:20:05 AM
I just saw the new panzer Muffalo and though "Why does it need allways that big ?"
Why not goind smaller !.
With a new pheromo,acustic,microwave modulated generator you can stimulate the Queen of a hive to work for you.
You can assign the Queen to a stockpile where she create her hive and start to produce drones.
The drones will haul things to their stockpile only + food for the hive.
The Queen will need enough food at the hive to produce another drone.

There should be different kind of insect hives.
Dragonfly - fast but weak drones, can carry 1-5 but no chunks.
Ant - stronger but slower. can carry 5-10
Rhinobeetle - Very strong but very slow but very tough. can carry 50.

#9993
Quote from: Abrexus on April 28, 2015, 12:13:12 PM
Quote from: Canute on April 28, 2015, 11:18:06 AM
Can you take a look at the Hospital bed's ?
They need more comfort, even a simple hide bed got more comfort then a hospital bed.
While serveral pawn's on the hospital bed got bad mood i notice this, while the 2 other on hide bed's still are happy.

The vanilla hospital beds also give no comfort.  I may add a small amount of comfort to the ones in the mod, but it is changing from the default values in the game.
No need then, just didn't notice that the vanilla hospital bed are so uncomfortable too.
Then people with infection should sleep at their own beds next time.
#9994
About Counseling,
1. patients on medical/hospital bed's they are marked for counseling allways get visit by a counselor even when they are "in shock" or "unconsious".

2. pawn's at low mood from hungry/tired go first to a counselor instead to take care about their primary need food/sleep.
#9995
Mods / Savegame loading error !
March 13, 2015, 07:44:32 PM
Hi,
i got a serveral error now and i think i can kick these savegames into the trash now.

The game saved alot, and i could load it before.
But now all autosave's and manual save's arn't working anymore.
All mod's should be uptodate.
When i try to load the log window pop up and a counter for "Object reference not set to an instance of an object"  count up.

From the output_log i got repeatly
NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDrawerUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

I got following mod:
<buildNumber>727</buildNumber>
-<activeMods>
<li>Core</li>
<li>EdBModOrder</li>
<li>EdBInterface</li>
<li>EdBPrepareCarefully</li>
<li>CyberneticStorm</li>
<li>ED-Core</li>
<li>ED-DeepStrike</li>
<li>ED-Embrasures</li>
<li>ED-LaserDrill</li>
<li>ED-OmniGel</li>
<li>ED-Plants24H</li>
<li>ED-ReverseCycleCooler</li>
<li>ED-Shields</li>
<li>ED-Stargate</li>
<li>ED-VisibleRadius</li>
<li>ED-WirelessPower</li>
<li>ED-PersonalNanoShields</li>
<li>M&Co. Common</li>
<li>M&Co. MiningHelmet</li>
<li>Miscellaneous_HiRes</li>
<li>M&Co. ForceField</li>
<li>M&Co. Weapons</li>
<li>AutoHuntBeacon</li>
<li>Bulk_Meals</li>
<li>Blood_Deterioration</li>
<li>Mini NPD</li>
<li>Miscellaneous_Animals</li>
<li>MoreMechanoids</li>
<li>MoreSunLamps</li>
<li>RT Core</li>
<li>RT Fusebox</li>
<li>RT Storage</li>
<li>SkillLock</li>
<li>TilledSoil</li>
<li>FixScar</li>
<li>Mending</li>
<li>VeinMiner</li>
<li>Outfitter</li>
</activeMods>



[attachment deleted due to age]
#9996
Bugs / [PC /ver. 0.9722] Stonecutter bills
February 19, 2015, 10:41:50 AM
You can set now again "Make until you got x", but the table don't differ between the stone blocks.
All stone blocks on stock count.

Maybe there should be 5 possible bills for each stone kind one bill.

#9997
General Discussion / Cold/heat Trap
December 19, 2014, 11:22:56 AM
With the new temp. feature of A8 i thought about a new nasty thing for the attackers.

Instead to kill them one by one why not freeze or boil them to dead ?
Build a big room before your main entrance, or use your killbox for it.
Add serveral cooler and adjust them to -100'C at last.

Now the problem, the room need to be closed to work as climatic trap.
I didn't manage it yet to jam a door so it say open, sure it happen alot that some corpse stay at the door. But how do you force it.
Serveral mod alow you to lock the doors but i didn't saw one yet that let a door allways be open.

The only idea i got so far, to create a small room with a stockpile of building material and place for a builder at the area you want close the room.

And does someone got expierence how fast extreme cold or heat would disable/kill the attacker ?
#9998
Hi,
does i see that right?
You only can pickup items when you use loader?
My idea was to create a semi-automated cotton field.
One row of cotton and left and right of that belts that transport the harvest cotton to a central place.
But the harvester allways deploy the cotton on the seed ground, never on the belts.

And a suggestion for the teleport system, maybe a further research you can assign sender and reciever together, so they don't need to be inline anymore.