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Messages - Architect

#16
Quote from: coolflash on August 11, 2014, 07:36:57 AM
Nice work! Tried the mod and it really helps. Still wondering how to use the nuclear control thingy.

I observed a bug. Not sure if anyone else got the same issue:

The vanilla 'incident' for short circuiting of the battery is somehow causing problems with the large battery whenever I begin placing large batteries in game. This caused the game to stop creating any more incidents like traders, other events etc.

I removed the short circuiting incident and the game works fine. I suppose the game does not recognize the incident to also work on large batteries in conjunction with vanilla batteries in game?

Thanks for the mod though  ;)

It's a known issue that I'm having a hell of a time trying to work out :/ Rest assured it will be fixed in the next update, no matter how long it takes.
#17
Quote from: Seth1483 on August 09, 2014, 01:07:06 PM
Are you also getting it up to Alpha 6? Based on the changelog, there seems to be a LOT of mapgen changes.

Shouldn't be a problem as I have removed all map gen related components from BP+. Never the less, we shall see. As long as alpha 6 comes out during the summer holidays, we should be able to see a relatively fast update for this mod as I'm gonna have plenty of free time for once XD
#18
Sorry for late replies from me, I've been without internet for the past week. The plan for the next three weeks should happilly address your current concerns as well as a few others. Basically Imma throw out some patches for the broken gubbins in my mod, get that back up to scratch, and then when my new computer arrives next week I'm going to begin making mini tutorials on how to use the mod. Simply, but hopefully effective.
#19
Quote from: Jerethi50 on August 01, 2014, 02:15:36 PM
Quote from: Architect on August 01, 2014, 05:39:09 AM
That's because the difference can be seen in the actual code for the Coal Plant :P Using a coal feeder generates more power per piece of coal because 'less is lost during the loading process' or some other bull shit excuse I made XD You can use a hopper, but coal feeders will give you more bang for your buck.

Ironically .... I didnt even know this, this makes coal a bit more useful :P

Well, unless that part has broken since alpha 3 seeing as that was the last time I tested it, but I dont see why it would have.
#20
That's because the difference can be seen in the actual code for the Coal Plant :P Using a coal feeder generates more power per piece of coal because 'less is lost during the loading process' or some other bull shit excuse I made XD You can use a hopper, but coal feeders will give you more bang for your buck.
#21
Help / Re: Global Time Variable
July 30, 2014, 05:04:21 AM
I think there is a count of how many ticks has gone by actually, but honestly I have no idea how to access it.

I can tell you that there is 250 ticks in a TickRare, and 20,000 ticks in a day if that helps? :P
#22
Ahhh ok, in that case I really have no viable answer for that one :3 Maybe you should PM Tynan and link him to this thread with your question so that he can answer it and others can see the benefit of the answer in the future?
#23
Quote from: supruzr on July 29, 2014, 08:24:55 PM
The amount of infrastructure required to actually get this working makes the geothermal generator objectively better in every way. The coal economy introduced by this mod is a joke.
[\quote]

Which, as I have said on numerous occasions now, is a known issue born from the fact that this is my first ever mod of anything. It's on my list of things to fix as soon as I am home long enough to start working on it.
#24
Well you could, but it would likely be quite futile. No compiler is perfect, so you would likely end up suggesting things that Tynan has actually done, and the decompiler had screwed around with it. I know that happens a lot with if (condition1 || condition2) statements, and I'm sure there are many other cases too.

That aside, Tynan is well aware that everyone is decompiling the game, thats how the mods get written XD He even offers up some of the source code in the downloads, so I don't think that there is anything wrong with it. As I said though, I wouldn't bother making suggestions to code changes.
#25
It's cool man XD It's not very obvious, and frankly needs a little more balancing anyway as a geothermal generator is possibly a better option depending on the size of your base anyway. It's on my to do list for the next update for sure.
#26
If you want, take a look at the lightning rod in BP+ using a decompiler such as ILSpy to see how to check the current game weather.
#27
I don't have long, so I'll be brief. There are some significant issues with AA turrets and batteries atm. Im away for quite a while currently so I cant do much about it, however as soon as I can ill be updating. I appreciate what everyone here has said and I have read it, but if you are after a reply from me atm, please PM me as I'm trying to priorities what needs doing in the little time the internet is up here.

Undecided, thank you for all your help so far, both in this thread and in the All in One modpack thread for finding issues and presenting solutions. A thank you I shall re apply once I can get access to proper internet.
#28
Hi Jerethi, I've seen your post on my forum, as well as ready many of the issues people are having with the mod pack, and am concerned that 3 or 4 of them are caused by my mod, 2 of which being pretty damn disastrous. Matters worse, I'm out of the country until the 30th, and when I get back I have 2 or 3 days before I head out again for another week.

The best thing I can suggest you do is take out the AA turret, and differing batteries until I can get home and make the necessary changes, which I will try and do in the small time I have when I get back, though I can make no promises on that front. Never the less, as soon as I fix the issues, you'll be the first to know.

Edit:
The other issues my mod is causing would be the stuff to do with nuclear waste lights and decayed nuclear waste. Whilst not major issues, you may want to remove them too to avoid confusion. Again, I'll fix them as soon as I can.
#29
A coal miner produces enough to feed two generators, whilst only using one geyser. I must admit, some more balancing is necessary, so i shall work on that when i return, probably just to lower its production price.
#30
I like the idea Bogs, but again to you I'll have to say what I've said to the others, I've got a long list of stuff for BP+ to get through first, so what I really need is ideas for BetterPowerHard XD That being said, I will keep this idea at the back of my mind for a time when it becomes appropriate to implement.

As of now I am leaving the country, so any messages send, posts made, or issues found may or may not be answered by myself until the 30th of this month when I return. Depending on if my hotel has wifi I may be able to get on the forums every once in a while, but otherwise consider me off the grid :P