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Messages - Vas

#136
Quote from: Ectoplasm on January 24, 2016, 11:01:39 AMRikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.

Scanning for ore is easy though.  Hell, you can see all ore in the game if you just click turn off fog in the cheat menu (developer options) which turns off the fog on top of mountains.  I don't know if this reveals hollow spots in the mountain though, but it should theoretically do so.  I've never used it but once when trying to verify something was working in one of my mods.
#137
Alright, I give up.  I tried and tried but this mod has too many bugs in it.  I miss MD2 Droids.  I could have a droid built that was specialized and it didn't need a bed set directly to it, it also didn't have this issue where colonists tried to sleep in the charging stations (beds).  They also didn't show up on the EDB Interface mod top thing I don't think.

First issue, was when I tried to deactivate the droid to install an AI chip from a crashed space ship part.  It died when I used deactivate.
Second issue, when the new one got shot up, and went to the bed/charging station with a nanite repair thing beside it filled with plasteel, it layed there for a minute, then got beaten to death by an invisible nothing and used up half my plasteel too.
Third issue, I tried to move the bed/charging station to a big empty area, and the nanite thing too.  When I did, infinite job loop errors on a colonist trying to fill the nanite repair thing which for some reason had this new "allow rotten" option in it.  I had to deconstruct it and buy a new one from traders, the new one worked on letting me fill it.  I didn't get the chance to test a 3rd robot because of the forth issue.
Fourth issue, this is the only new mod I have.  I saved my game, and now it's corrupted the map.  After many hours of work making a perfect and amazing base on a place where it never goes above 8F.  All my work, gone.
http://pastebin.com/aRb14Qvy (lasts 1 week)

That really sucks.  Because that was an amazing map I had found.  The perfect map spawn.  I don't think I'll ever find another map seed as good as that one was.  I thought about trying your other mods in this post, the Misc stuff, but meh, right now I'm rather upset that i lost all my hard work.  :/

Hell, another issue is the cleaning bots don't quite work right.  They do this odd thing where they wander around for a while even with a mess directly in the room next to their thing and they only go out a certain distance from their pods.  I mean sure, fine, if its a certain distance only but in the room right next door while it cleans half way across the base some small patch?  Then suddenly decides while there is a mess right next to it, it's gonna wander around for a while?...
#138
Also, you may wish to add something on your 24 hour plant part that says it will conflict with my hydroponics mod and that it isn't needed if the user also has my hydroponics mod.
https://ludeon.com/forums/index.php?topic=14192.msg147792#msg147792
#139
Hey Mipen, I've altered the XMLs for your manufacturing mod, I'd like to provide them here for anyone who would like to use my values which I am still testing out.  I'll make a new post here when I've finished testing things out however, I will need your help and maybe some other modders with some other ideas I have that I want to see in this mod.  I know you haven't been around a while, but I'll leave this here in case you pop back in at some point.
#140
I don't think I like this very much anymore.  I mean, it shouldn't take 50 heaters to heat a large base.  And it shouldn't take 100 intake vents to heat just a few rooms.  I changed the values in the file from 0.1 to 1, and it still didn't help much.  I noticed that the cooling ducts that I was using, the output source kept outputting cold air into my rooms because it was doing a heat pushing event where it kept pushing cold air as it tried to heat my room to the proper heat level.  So the two networks were fighting each other.

You have a device that cools air in a network, yes?  Why not also create a device that heats air in a network?  Rather than heating a room and making you need to have 4 intakes per room to get enough air flow.  Air ducts aren't THAT inefficient in real life.

I'll do more research later to figure out if I can provide some detailed good suggestions though, but one I already have is to make the cooling unit that cools air within a network have two levels of piping, the front of it being cold air, to cool that network, while pumping heat into the other network.  Allowing you a toggle button like on all your duct using systems to switch what duct they use, this will simply switch the front end with the back end type so you can cool the air in a different network.
#141
It would be nice if you could get a brain body part when replacing someone's brain with a simulator :P Perhaps it could be used to stick in a robotic body as if moving the entire colonist into a new machine to give them a fully and completely bionic body down to the very core (except for the brain of course) needing only 20% the normal food to survive and such.  :P  Or perhaps you can swap someone's brains to mess with them! :o  Like sticking a guy in a girl's body and such!  With a new thoughtdef something like "-10 I'm in a girl's body, I feel so wrong!" xP
#142
Quote from: LittleGreenStone on January 21, 2016, 05:55:06 AM
Quote from: Vas on January 21, 2016, 02:55:35 AM
Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.

My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.

Remove ED-Plants_24H, it does the same thing my mod does for the plants, and may overwrite and cause conflicts with my mod.
Same for the other mod you have which you mentioned, I'm not sure which one it is though as I've never seen it.  I'm sure it uses CCL's method too but if it only adds a button to hydroponics basins, mine already does that.
Quote from: Ectoplasm on January 21, 2016, 09:22:02 AM
Regarding your Map Generator mod, and a question in how maps are generated.. Is it possible to generate maps with solid mountains? So that hidden cave systems are removed or their chance of spawning massively reduced?

I wish, I hate those random caves that expose the sky.  :P  They make no sense after all.  I'll see if I can find a way, but I doubt it right now.  I believe I saw a mod somewhere that lets you scan mountains to see the pockets inside though.
#143
Quote from: Telkir on June 29, 2014, 10:58:53 AM
[T] ExpandedCrops :: Expands and refines the fruit and vegetables your colonists can grow.

[T] ExpandedCloth :: Tweaks the game's cotton and cloth system.

If you want to make your mods compatible with mine, simply change the thingClass to "Vas_Plants.VasPlants".  E.G. : "<thingClass>Vas_Plants.VasPlants</thingClass>" and what this does is it makes this plant grow 24/7, day/night (so long as it has light).

I've already done so for you but I am unlikely to continue doing so in the future as I have enough to manage on my own.  :P  It is however a one line change in each of your mods as I am seeing thus far so.
ExpandedCrops Hydroponics Compatibility: https://dl.dropbox.com/u/30270697/rimworld/T-ExpandedCrops-VHydroCompat.zip
ExpandedCloth Hydroponics Compatibility: https://dl.dropbox.com/u/30270697/rimworld/T-ExpandedCloth-VHydroCompat.zip

You can add these to your main page info (the areas I quoted), even using my links for this current version of the game.  This is for compatibility with my mod: https://ludeon.com/forums/index.php?topic=14192.msg147792#msg147792
#144
Outdated / Re: [A12] Dragons(v0.12): The Awakening!!
January 21, 2016, 04:31:26 AM
Needs more feral fluff dragons!  Like me!
#145
Just a quick thought after reading a little of the post, Railguns don't work that way.  :P  It uses a high amount of electricity to launch a projectile the same way you use gunpowder to launch a projectile.  It doesn't vaporize anyone.  :P  It's still a projectile weapon that uses a renewable source of launching metal instead of one you can't really renew.  Safer too.
#146
Quote from: Plasmatic on January 14, 2016, 04:06:13 PMMainly that the stat card for the shield is showing up like: http://imgur.com/8rPP6Sl.. so I really can't see anything of what I need to see..
I'm assuming (after looking at the post dates) that the mod is just out of date.. Is it an easy fix? or am I better off finding another mod?

I have issues connecting to the internet and stuff, but I'm still around somewhat.  I haven't updated the shield mod yet.  Read the post, it shows that it is still an A11 mod.  It takes much more time updating that mod than it does the others that I have.  I left it there though because I may update it in the near future.  Depending on when I hear A13 may come out.  I may update prior to that, or may wait, I dunno yet.  Mod making in this particular game, is rather tiresome and stuff.

Quote from: hoochy on January 15, 2016, 12:29:42 AM
Crops shouldn't die instantly from power failure anyhow.
I am unsure how I can change this easily, because it would conflict with a lot of things really.  I thought about it, and I agree that power outage killing plants sucks.  I just don't know how to particularly change it without causing other issues that I had thought of in the past that I'm too tired to remember right now.  If I find a way, I'll certainly be doing it.  They are "nerfed" because the game is already too easy.  Its extremely easy to survive forever if you have hydroponics because you're growing food inside where it's safe.

Quote from: LittleGreenStone on January 16, 2016, 11:11:08 PM
IF you could/would;
Multiple/modular hydroponics have been a problem since forever, there are people who attempted to resolve this, e.g. mrofa who (supposedly, haven't tried it just yet) made it possible to change multiple hydroponics' sow tag, or Rikiki, who made it possible to change every hydroponics' sow tag in the same room.

I'll try this mod as this is kinda what I was looking for.
To be precise, I was/am looking for an easy-to-use modular hydroponics stand-alone mod. Preferably with integrated lamps.
Yours has two of the three things I'm looking for, I'll make do with it,
but anyway,
I think it'd be a hit if you could implement a similar feature, as people tend to appreciate such freedom as well as simplicity.  ;D

I'm not sure what you mean.  What's my mod lacking?
You can change all touching hydroponics to have the same sow tag already.  Just click on one and click the correct button.
Some of my more advanced hydroponics basins come with lights included, but not all.  Some are just cheap piles of dirt inside a box.  That's the point though.
What's the third thing?
#147
Quote from: toric on December 04, 2015, 03:23:59 PMthere is another one, but it only works on a few crops. as for why i dont want to use yours, I'm not a fan of the clutter it introduces int eh build menu from all the different builds.
Mine uses a different category that I hope to make a main for anything that uses Hydroponics in any other mod.  So it doesn't add all the stuff into one of your pre-existing menus.

Quote from: PickleSurprise on December 05, 2015, 08:47:57 PM
I recently expanded my Hydroponics from about 160'ish tier 5's to 463 and I've seen random plants dying for no apparent reason.
Only plant based mods I have are ED's Omni-gel and ED's 24 hour plants.
They may be dying of old age, plants do that if not harvested a certain amount of time after fully grown.  They may reach this time much faster in the Tier 5 as well.
Also, ED 24 hour may conflict with my mod, it is not needed.  My mod makes all plants on the entire map, anything that is a plant, grow 24/7.  Grass, flowers, weeds, everything.
Try taking out ED's 24 hour ticker though and see if that helps.
#148
I believe someone else already has this, not sure.  I wanted my own version in my mod.  Really though, I dunno why you'd rather use game default hydroponics.  :P  Mine have been tested and balanced and such.

I'm even thinking of making a plant pot type thing that lets you plant stuff indoors without using any power so that solar flares have no effect on your crops.

I think it's the ED mods that have it, not sure.  Been a long time since I played, I merely only updated my mods.
#149
Lights and Hydroponics have been updated to remove the conflict they had with each other.  The DLLs were over writing the other.
#150
Light mod has been updated with many new features.  Sensors, lights that burn out, new textures, enjoy!  Lemme know what you think.