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Messages - MrWashingToad

#16
Was thinking something along the lines of this for the outdoor lights. Definite requirement for research - way too powerful standalone, but along the lines of colored lights. Maybe v1 research ~300 - 500 for some little one that has only 1/4 the chance of sparking up. v2 would be a bigger range and no chance of blowing up, would allow a "brightly lit" area in a focused V-shaped cone area (can it be focused beam instead of the grid like a grow lamp?) up to call it 4-5 spaces out.

[attachment deleted due to age]
#17
Outdated / Re: [MOD] (Alpha 9) New Weather
February 20, 2015, 04:48:11 PM
\o/  yay! update!
#18
With the darkness mod, we really need a good way (other than the crazy build a lamp, then surround it by 4 walls to make it have a roof, then get rid of the walls) to have durable outdoor lighting. Motion sensing would be cool (w/ an extra cost for auto on/off), but even always on outdoor lighting that doesn't short in the rain/snow would be a huge bonus.
#19
I think you grabbed your Core folder when you got the 0.4 update.
#20
Quote from: Rikiki on February 17, 2015, 03:13:33 PM
Weather conditions are good ideas! :)
The random item is also possible but could you specify what you think about?
Catching a salmon in a power armor helmet is not really what I intend to code... ;)
The typical rusty boot, old tire... just useless trinkets.
#21
Outdated / Re: [MOD](Alpha 8) Darkness
February 17, 2015, 01:30:20 PM
Quote from: Rock5 on February 17, 2015, 12:03:19 PM
Quote from: Viceroy on February 17, 2015, 11:01:03 AMand affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.
I can just see it. Raiders and defenders firing blindly into the dark never hitting anything. After a few hours of this your colonist quietly sneak off and catch some z's. Maybe leaving a couple of defenders to keep firing so the raiders don't realize most of the colonists have gone to sleep. Then, in the morning, when the raider are exhausted but can finally see where they are shooting, the rested colonists come charging out, guns blazing, and make short work of the sleep deprived raiders.  ;D

Or couple this with the alert mod - the one w/ loudspeakers for colonists - change the alert type to enemy and use psych-warfare so they can't sleep outside.
#22
Yeah - I definitely would love to see this for A9 when it comes out - agree, doesn't make sense for A8 since it's nearing end of testing.

Edit: Any plans to make this semi-similar to the minecraft fishing  - raining increases catch chance, and you can pick up some random items (with a really low 1-2% chance).
#23
Outdated / Re: [MOD](Alpha 8) Darkness
February 17, 2015, 11:17:34 AM
Quote from: Viceroy on February 17, 2015, 11:01:03 AM
I am planning to make darkness have a greater effect on Pawns, making them slower (simulating feeling your way carefully/stumbling around) and affect weapon accuracy to a much greater degree. Anyone who has ever had to shoot at something in the dark will know that it has a drastic effect on your abilities.

Down the line I might add things like NVG's that can eliminate or reduce the penalties of night fighting further. At the moment though I am a little busy with Horrors. After a stint of development on that I'll pay this mod love again.

Thank you all for your great ideas and input. I appreciate all of it greatly. Modding would not be the same without the people who enjoy the fruits of our labour. So thank you all yet again.

For the NVG's - check the aparello mod stuff - you could make it craftable like that where you can "invent" stuff like the science goggles with plans and such and a base "sunglasses" or something like that.
#24
Manually removed the 24H plants mod, and after about 20 min the error cleared up. Will update to the new "y" version and see how it helps as well.

Edit: Have the 'Prison Improvements' mod running as last slot on modconfig as well - no issues that I've found. Love it to be able to have a prison zone w/ a food dispenser and tables and wooden jail doors - have that area all zoned as prisoner area and keeps the maintenance down on my colonists.
#25
Jaxxa -

Not sure if this is the mod causing the issue, but it's the only one loaded that came up with a result for "GrowingNow()" when I ran a search on my mods folder.

I had to wipe my output_log.txt file because of stacked errors from the same issue - was over 1.06GB large (after many many hours of playing, after 1 hour after wipe of file, already to ~100kb of filesize with most of these being the same error).

Error I'm getting recurring is:
Custom GrowingNow()
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

After about 1 year of game time, game is slow slow, it's faster to run on speed 1 than speed 3.
#26
Quote from: Epyk on February 10, 2015, 01:07:14 PM
Quote from: ManWithNoName on February 09, 2015, 03:08:18 PM
@tasher - i always get them errors i just ignore them, i dont even have the cybernetic mod activated.

Pretty much, all errors you'll find currently in the Epyk Pack can be ignored without ruining your game.
Otherwise I wouldn't allow the update.

Re-started a new game, and running. Have hit year 1 and this looping error on re-load of savegame is really hitting performance and using up memory. I'm not sure the back-end coding, but the output_log.txt file was in excess of 1.06GB in size. I wiped the file, and re-started the load and after about 20 mins the output_log file is now nearing almost 100kb in size again. It's extremely laggy b/c all it's doing is throwing and writing the error log out.

Most of the errors are:
Custom GrowingNow()
(Filename: C:/BuildAgent/work/d63dfc635190b60/artifacts/StandalonePlayerGenerated/UnityEnginerDebug.cpp Line: 49)


Edit: Just ran a search on the mods folder, and it seems the only one that comes up w/ a result for "GrowingNow()" is the plant.cs for Ehanced_Defence/Plants24H
#27
Outdated / Re: [MOD](Alpha 8) Darkness
February 13, 2015, 11:57:29 AM
It was the first thing I thought of when I saw your mods come out - OMG we're getting a 'Riddick' mod and we've landed on M6-117.

Think you could make the darkness mod trigger every 22 game years, starting from a random number generated on landing? Say one time you land, it is, call it, 7 years till event, while another new colony would give you a different time to event?

That event would call on your other mod to unleash the critters, which would then wreak havoc for a while?
#28
Quote from: Novellum on February 12, 2015, 04:51:45 PM
Even if you aren't building them yourselves and just taking them off either traders or enemies, the only enemies that wear them seem to be the cybernetic guys, and if you can kill them and withstand their raids then you probably deserve the armor. And if you can buy enough off traders, you are obviously making some serious money.

Or, you have the situation I got them from the cryocaskets with the multiple beetle things. Opened the caskets and ran like mad, let them sort it out inside, I had my guys kill the 2-3 beetles left, and captured the 1 remaining guy, and got a full set of armor / helmet / grieves and weapon on day 1 of world.
#29
Outdated / Re: [MOD](Alpha 8) Darkness
February 13, 2015, 08:55:36 AM
"Johns: How's it look?
Riddick: Looks clear.
[Johns steps forward, and a creature flies out towards them. They duck and it flies into the night]
Johns: You said it was clear!
Riddick: I said it *looked* clear.
Johns: Well, how does it look now?
Riddick: Looks clear."
- Pitch Black

Oooooh I see many fun things with this...
#30
Quote from: Jacksidious on February 09, 2015, 05:50:11 PM
Ok I've tried and tried but im stumped. Is there something required to install a "implant"?

I'm using the epyk pack and think it could be a mod conflict. I was determined to solve this myself but im just wondering if you know of anything that would cause just the implants to not be in the menu for operations.

I have everything else but any type of implant visual/skill at arms/audio don't show up. I have the items bought and crafted myself and neither show up in the menu. :/

Also want to say I love your mod and thank you lol
Need to post this under Epyk's pack mod thread - but I'm running same thing, and have no issues doing that. Make sure you have medicine b/c that's needed to install, and make sure you have the modconfig file loaded so it loads all the mods in the recommended order (it helps a LOT).