This isn't currently possible in alpha two as delay times are hard coded. Alpha 3 and a bit of C# jiggery pokery will make this possible, look forward to it
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#557
Unfinished / Re: [Project] (Alpha 2) Mod Loader
March 10, 2014, 01:59:58 PM
Looks like the popular opinion is yes. I won't start on it until BetterPower is at an acceptable state and going strong at alpha 3, but after then I shall start.
#558
Mods / Re: How long is one tick?
March 10, 2014, 06:18:06 AM
So, does fast ecology speed up the number of ticks per second then? Hence why there is slight frame rate lag when fast ecology and 3* speed is on.
#559
Mods / Re: How long is one tick?
March 09, 2014, 07:39:35 PM
I was still correct then?
Just found it a different way, though I'll take a look at what GenTime has to offer too.
Just found it a different way, though I'll take a look at what GenTime has to offer too.
#560
Outdated / Re: [NEW MOD] RayGun Mod! Adam561 and Mods
March 09, 2014, 07:34:31 PMQuote from: Adam561 on March 09, 2014, 06:51:31 PMDLLs for this are in C#. I'm using ILSpy to decompile Tynan's code, and Visual Basic to build my own DLLs. You won't be able to make anything run in the game until alpha three though, at which point a lot more information and how to's will be moved out of the tester thread and into the mods section I think.
Thanks! Just a quick question... DDl is what form of the C language? C++?
#561
Mods / Re: How long is one tick?
March 09, 2014, 07:31:36 PM
There is 60 ticks in a second stored as a float number. When using tick rare, the tick will only fire every 250 ticks, stored as an integer. That is, assuming I'm reading the code right. Check 'TickManager' for yourself if you wish to confirm, its a public class.
#562
Outdated / Re: [NEW MOD] RayGun Mod! Adam561 and Mods
March 09, 2014, 02:24:37 PM
You'll need to wait until alpha 3 to add new races and biomes, and you'll need to use DLLs to do it. No one has undertaken any major terrain manipulation in the tester thread, but maybe you should contact Darker in the future if you intend to try, he's done the most regarding terrain editing.
#563
Outdated / Re: [MOD] (Alpha 2) Cremation Chamber
March 08, 2014, 04:10:13 PMQuote from: Vas on March 07, 2014, 02:22:21 PMI can confirm for you that it is perfectly plausible
Do you think in Alpha 3 you will be able to add a counter that shows how many bodies you've cremated? Cause I really would like that.
#564
Ideas / Re: 3-day pack
March 08, 2014, 03:58:25 PMQuote from: sparda666 on March 08, 2014, 12:03:05 PMAnd two different mods XDQuote from: colonistPally on March 07, 2014, 11:39:09 AMCacti
I wish there was trees
#565
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 08, 2014, 01:25:58 PM
Ahhh, getting into UI stuff is a little bit beyond me at the moment. Whilst this is a long term goal, it isn't high on the priority list as currently, I simply don't even now where to start. I'll sit down one afternoon in the future and just revise the entire UI code base, but until then I'm going to work around it in every way I can 
Edit:
I'd just like to point out it's not often I work around something like this, I would normally tackle it head on. However I'm already in way over my head with all of this, I cannot afford to take on things I have literally not understanding of until I know that this mod is going to hold solid against any challenges from other mod makers it may receive. When I have the time to slow development down a bit, I may, but until then that's not going to be viable.

Edit:
I'd just like to point out it's not often I work around something like this, I would normally tackle it head on. However I'm already in way over my head with all of this, I cannot afford to take on things I have literally not understanding of until I know that this mod is going to hold solid against any challenges from other mod makers it may receive. When I have the time to slow development down a bit, I may, but until then that's not going to be viable.
#566
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 08, 2014, 12:01:51 PMQuote from: Psyckosama on March 08, 2014, 01:52:18 AMQuote from: Vas on March 07, 2014, 09:15:20 PMQuote from: Architect on March 07, 2014, 05:22:13 PM
Vas, changeCode Select<placingDraggableDimensions>1</placingDraggableDimensions>
toCode Select<placingDraggableDimensions>0</placingDraggableDimensions>
Forces better wall lighting
Won't that disable you from being able to drag a line of walls? Making you place each segment individually?
that's the point.This isn't supposed to replace every wall in the colony, just specific segments.
Yup. makes people plan where they're gonna put their lights instead of just putting them down in huge quantities inefficiently.
#567
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 07, 2014, 05:22:13 PM #568
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 05:09:52 PM
Aye, sorry Vas, the stuffs already done for it and has been since a while now. I just decided I was going to merge everything in to one for the next update so it would be easier for me to keep track of it all. Never the less, I do like your mod, and I'll see what I can do to make mine different so that the two at least appeal to different audiences.
For those that are wondering, here is what it confirmed to be in alpha 3 from my mod that I currently have working already:
But thats only what's been done so far. Theres a little while between now and alpha three. I plan to get new batteries, windfarms, and a lightning conductor all done over the weekend, or at the very least by Tuesday. You may have noticed I now have a texture artist helping me out, and I have a friend who is going to be writing out C# for new items to use up power, it is he who is sorting the railgun now, and I think working on a fridge currently? Point still stands, alpha 3 is gonna be ace
For those that are wondering, here is what it confirmed to be in alpha 3 from my mod that I currently have working already:
- Wind turbines that require space in front and behind to work, and fluctuate in power produced over a range. That range also changes based on the weather, so basically wish for a dry storm XD
- Coloured Lights
- Wall Lights
- A railgun turret with high power consumption
- New textures
But thats only what's been done so far. Theres a little while between now and alpha three. I plan to get new batteries, windfarms, and a lightning conductor all done over the weekend, or at the very least by Tuesday. You may have noticed I now have a texture artist helping me out, and I have a friend who is going to be writing out C# for new items to use up power, it is he who is sorting the railgun now, and I think working on a fridge currently? Point still stands, alpha 3 is gonna be ace
#569
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 04:22:21 AMQuote from: Spiffy on March 06, 2014, 07:05:42 PM
Hey man cool mod, are you going to go into any depth in terms of power distribution? I myself work in the distribution industry and I think it would be great if you implemented more components such as fuses and switches to safeguard the conduits from faults, as well as more advanced systems such as single and 3 phase power, power factors and energy substations for a more efficient energy system.
I also have a limited knowledge on power generation and electrical engineering (motors and generators) so I'd be happy to give you a hand if you had any questions!
I would love to add more depth to power distribution, but I need to focus on the basics right now, and some of the stuff you have suggested would require me to mess with the core game. Currently, I don't possess the skill or confidence to mess with what Tynan has written, so I'm not going to until I have the basics for the mod setup. Never the less, give it a month or two when my understanding of the core code base has increased and I have a little more free time, you can bet your bottom dollar I'll be expanding it out in the ways you describe
However, I don't even know what some of the things you mentioned are, so I may very well be getting in contact with you in the future regarding them XD
#570
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 04:17:45 AMQuote from: Wayfaerer on March 06, 2014, 06:24:30 PM
Loving this mod and noted the steam generator error on loading as well, didn't pay it much mind as I could dismiss it. But while my colony grew I began to notice intermittent pauses during gameplay that I'd never seen before even with colonies four times the size.
Pauses became longer and longer, each averaging about 2 seconds each every 5 seconds. Enough to get annoying.
Long story short sold all my steam generators and the problem resolved. Rebuilt them and the problem resurfaced. Seems that searching for geysers is occurring each 'turn' and it's freaking out a little bit over it.
I know the dev is working on fixing this for the next build, but I just wanted to put it up in case anyone else is getting the issue and unsure as to why.
I was not aware that it caused that much of an issue in the long run! That's why I need people to test it XD I'd have never seen that as I only play for 5 minutes at a time testing each feature I implement. Rest assured, each of the generators will be using it's own definitions I have manually written, not butchered from the geothermal code XD Therefore, this issue won't be present in the next update.
Has anyone got any feedback on the BetterPowerHard part of the mod? No one has got back to me regarding it as of yet, so I was just wondering.

