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Messages - josmow

#16
@Sempie
make sure you have superior crafting loading last in the mod order, the last mod to load overwrites any changes from any other mods you have loaded before it. if you have a mod that changes something after superior crafting loads, it will break it.

hope this helps you
#17
Quote from: mrofa on July 13, 2015, 07:54:12 PM
*snip*
Better stuff = more complexity, if it would be other way around you would build power armors from stone chunks or snow :P
what i mean by more complex i mean crafted materials, power armor should be prioritized before a bill of its materials, if said materials are available. and if those are not available (steel, plasteel, etc) they should then be crafted if a bill is there to facilitate. then it should repeat and check to see if the power armor (or other complex build) can be completed with available resources.

i always have do until (x) and its always higher than the required amount that i'm trying to use up in another bill, however i always end up not having the resources and they always prioritize making sand, or another very basic process.

so more or less a hierarchy of tables...... wow that sounds stupid.
#18
yeah, you can force them to do the work repeatedly but that makes you focus on them. which wastes time you could spend elsewhere, like building a new housing bunker, but if it was possible to not require the micromanagement (or as much) of the crafting stuffs it would be nice. if you increase the complexity of the crafting system, adding more resources, etc, you should not have to baby every step of the process. shouldn't the highest complexity item be the first thing to attempt to craft, then the subsequent components that are required to craft it. something that would make it check if it has the resources, if it doesn't have them, then it would go to the lower complexity tables, attempting to craft the materials (if there are bills for them) that are missing.

while its not a big deal most of the time, i realized i had one of my tables just sitting there idle for an extremely long time due to pawns finding other things more important to craft, than to craft a sword, or a gun, or other thing that i kinda wanted asap.

@mrofa pawns tend to get angry with you when you limit them to an area without food sources =p
#19
as a suggestion, is there any chance you could add a "priority" system to crafting equipment? something that would let you say that you want to, for example, clear out a ton of bodies with an organ vat, instead of trying to craft some electronic chips, since you are missing only a few chips, but have a backlog of like 40 bodies from the last raid.
#20
Quote from: DaemonDeathAngel on July 11, 2015, 08:19:57 AM
If I am correct, he deliberately found a way to block the forbid feature, seeing as without it, it forces you to use the Set Allowed Area function. And I think the building on walls was done intentionally too, seeing as thats a code wrapping within the coding.

I see no real gameplay benefit of removing the forbid feature, but i guess its a design choice (if it was intentional anyhow), though its annoying that i now have to paint my entire base just so they don't run outside during a raid/manhunter pack or any other containment requirement, and quickly paint another area if say, i need them to stay out of a cold/hot room, etc. also the building over walls have always required you to remove the wall first in SC.
#21
doors, (at least for me. on a new colony and my old save) do not allow forbidding, which definitely makes fighting off warg spam annoying. running other mods (including EDB interface) but disabling only SC (v.704) makes forbidding come back (on a new colony, obviously) and when attempting to start a new colony with SC enabled it removes the ability to forbid doors again.

** also tested with just SC, doors are unable to be forbidden, no other mods enabled.
#22
on the subject of menu lag, it seems to gradually build up, whenever you restart RW it goes away. not sure what causes it but it always happens after playing for a while, but never right after a new game or loading a save.
#23
Quote from: Abrexus on July 02, 2015, 10:31:49 AM
*snip*

Neither Mrofa nor I cannot reproduce the training item bug you mention.  We are also working on one other minor bug with the use of the fire extinguisher.  Once that is complete an update will be forthcoming!

i'll likely be streaming again in a few minutes, i'll see if i can reproduce it again.



managed to reproduce, have a colonist who has freetime pretty much all the time, so they run towards the training object (in my case, the firing range) they will start to train, if you right click on the com console and tell them to trade, it ignores the menu's request and continues to train.

Highlight > http://www.twitch.tv/josmow92/c/6912097

hope it helps
#24
slight problem (just frustrating) if you have your socialite (i tend to use the highest social character to trade) assigned to train on a shooting range (and possibly other training things) they go back to it when you tell them to trade. making it so they don't go to the trade console (he was my researcher, but hes done now so all he does is train until i need him to trade something)

another update, it might be a good idea to make it so that fire extinguishers are a tad more rare on raids and support events.... currently have 5 people, 1 with a shiv, the rest with varying quality fire extinguishers, attempting to assist in taking out 5 sythers.... i will update on the outcome of the battle Slaughter.

one valiently attempted to extinguish the life of one of them, the syther however had other plans and got a headshot.

also seems that the crafting bug is back. wont let me craft melee weapons on the crafting table (plasteel things anyhow, haven't tried anything else yet)

edit: anything that goes beyond a certain point requirement (steel seems to work fine) that causes a long crafting time due to material ends up being abandoned on the table, unable to be worked on.
#25
minor bug - shields (both kinds) have their "show effect" button mislabeled as "repair mode" when trying to toggle the effects back on. not sure if it is something you can fix or not (on your end anyway) but i just wanted to bring it to your attention, also, would like shields to have a very slow repair mode, or a nanite swarm-ish thing to slowly repair turrets/walls during a firefight as long as the shield was up ^^

(click to enlarge)
#26
minor "bug" with copy/paste of storage zones. seems that you can copy a pawn's settings(what...?) if they move over a zone while dazed XD
have not clicked it for fear of game breaking bugs.

edit: also applies to corpses...... still not clicking it. XD



(click to make it fullsize, "thumbnail" to take less time to load it.)
#27
Ideas / non interactive joy tasks
April 21, 2015, 01:11:36 PM
I have a colonist that is bedridden due to a flu, and he has power armor (id rather he not rampage). hes now upset since he hasn't been able to fill up his joy bar. why can't we have a radio or something to create low levels of joy just by being near/in the same room as them, similar to how relaxing socially works by talking to other pawns, but its just a slow trickle of joy instead of being a task they end up performing.
#28
Aside from a few inconveniences (like placing "wall items" over existing walls. (doors, coolers, etc_) I've had quite a bit of fun playing with this mod (as well as a few other mods that play nice with it) though this surprised me a bit. an unfinished wooden bionic arm.... when did he slip that wood onto the table?!

#29
Ideas / Medical procedure severity check
April 18, 2015, 02:10:30 AM
raiders, captured one, the usual. he was fairly beat up due to it being a guy wielding a shiv vs someone with a shotgun, (somehow he survived the shot and kept going) so he got punched a bunch by said shotgun wielding pawn. trying to patch him up and i noticed that, for some reason. the punches were considered a higher priority on patching up, than his foot, which was blown clean off and was bleeding profusely. I would imagine a doctor would probably attempt to patch the more severe cases before a bruise..... as of writing this he has not bled out, but hes fairly close.*

*he has made a full recovery, minus a foot


**was somewhat tired, edit:
I would be impressed if as medical skill went up, doctors did things a bit more responsibly instead of patching up the lesser wounds, they would target the highest bleed rate, while a low medical skill pawn would simply patch at random. as if medical experience actually let them have knowledge of the body instead of just how to throw a bandaid onto someone faster.

#30
pretty simple to do, make a pawn do a bill that takes time, (statue,sword,etc) and change their nickname. the object's crafter identification stays the same, does not seem to stop the user from continuing their work however so its not game breaking.

note: this is for the unfinished project, not the new worker label on the bills.