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Messages - frenchiveruti

#106
Releases / Re: [B18] Vegetable Garden Project [12/03/17]
December 12, 2017, 10:34:17 AM
Hey @dismar is it too much to ask for instead of a whole zip file make a folder where I can just download the mod I want, I had to update VG medicine and had to download all the mods once again because you bundle them together :)
#107
Releases / Re: [B18] Marvin's Stuff
December 12, 2017, 09:11:54 AM
Thanks marv for your mods!
#108
Outdated / Re: [B18] Better Chain Shotgun (12th Dec 2017)
December 12, 2017, 09:01:25 AM
Just before my savegame went bananas, I was thinking about how this weapon is so shitty, and here you are giving me this mod to start a new colony.
Thanks a lot Xeo!
#109
Outdated / Re: [B18] Knowledge is Out There
December 12, 2017, 08:58:15 AM
This looks like a cool idea! I just completely ruined my colony savegames so I'll add your mod to my list :) .
I'm kind of against "new worktypes" but well I guess it's ok for Sheriffs to write.
Also ModSync Ninja support! What a great way to go into release!
Thanks!
#110
Quote from: Harry_Dicks on December 11, 2017, 08:08:21 PM
Does the mod loading order matter for this and Mending with the patch? Example, Change Dresser -> Mending -> Mending Patch
Go with "Mending --> Change dresser --> mending patch" and you should be fine!
#111
Mod bugs / Re: Cleaning bug (I think)
December 11, 2017, 09:12:25 PM
Quote from: EagleFire on December 11, 2017, 07:27:31 PM
Quote from: frenchiveruti on December 11, 2017, 04:00:42 PM
Could you guys please upload the "modlist" that you have? It should be in appdata/ ludeon studios/ config

Here's my file.
That's not very helpful because steam is dumb and uses numbers for the mods.
Could you share a pic of the "mod" list in-game?
#112
Ideas / Re: New Research : Flight
December 11, 2017, 09:11:23 PM
Quote from: patoka on December 11, 2017, 05:11:16 PM
the blimp idea is way better than the airplane one.
but how would travelling with one look like? like any travel except in straight lines and nothing happens on the trip? that sounds kinda boring. but programming pirates that enter the blimp which you then have to defend is also hard, so we probably wont ever see it
Well,  there could be events like "blimp losing air" or if you take colonist with poor handling something like "dropped the chemfuel and now have to get new" and so on.  Also being shot off the air by pirates so it makes you land as an emergency and you have to land and quickly prepare for a raid in that map.
#113
Quote from: Haplo on December 11, 2017, 04:41:00 PM
Update for Misc. Robots:

- First I've updated the worker job to be close to the vanilla job handling, so hopefully this will address a lot of the issues.
- Additionally I've added a message + reset if the assigned area doesn't include the recharge station.
- And thirdly I've added that the robot returns to the room of the recharge station if it is idling.
It seems like the universe is laughing at me because my savegame got corrupted badly and now you update with this cool features!
Aw, it seems like I'll have to create a new colony ha.
#114
Ideas / Re: New Research : Flight
December 11, 2017, 04:48:31 PM
Quote from: doomdrvk on December 08, 2017, 08:31:46 AM
Transport pods are already implemented I don't think Tynan is interested in making caravans even easier. Also your recipe seem a bit too easy to craft anyway which would really unbalance the game.
Let me clarify, this feature would undermine the threat of going on caravan trips and would unbalance the game a lot, while transport pods help they're a one way trip unless you take the resources to build another along with the launcher.

And if you were to rebuild the launcher and pod you would need to use an unbalanced feature to create another colony to build it.

What about "blimps", they are slow, hard to build (need a lot of clothes/synthread and wood) consume absurds amount of chemfuel, can carry a lot and are "reusable" in the map where you land.
That way they're more balanced and also can be used to describe straight lines around impassable terrain without being necessarily overpowered.
#115
Ideas / Re: Perk Suggestion; Logger
December 11, 2017, 04:45:15 PM
Quote from: cultist on December 10, 2017, 04:57:06 PM
How about +50% plant cutting speed, +2 melee? Seems fairly balanced, as plant cutting isn't really a high priority job most of the time, and melee is not the most desired combat skill.
I have to differ, Stunned mechanoids with EMP and a group of melee fighters with blunt weapons = fast mechanoid elimination.
#116
Ideas / Re: The way that grass grows sucks
December 11, 2017, 04:43:45 PM
This issue is specially annoying when you build "fire blockers" on the map to avoid massive fires around the map.
Even more, if you have a base that it's enclosed between a mountain and a player made wall, on the first toxic fallout or winter say goodbye to the grass for good.
Anyways Tynan has already addressed that this issue will be solved. (Maybe with MOAR RNG!  ?) 
Maybe animal filth from vegetarian animals have a chance to "plant" some grass? I mean that wouldn't be so crazy.
#117
Ideas / Re: Your Cheapest Ideas
December 11, 2017, 04:36:12 PM
Quote from: mumblemumble on December 11, 2017, 01:36:03 PM
If a pawn is fleaing, make them shut open doors behind them automatically.


Quote from: NeverPire on December 08, 2017, 12:33:31 PM
Any easy way to dress prisoners to avoid the nudity penalty.

Both of these are really cheap to be honest!
#118
Quote from: Ratys on December 11, 2017, 05:56:16 AM
Quote from: frenchiveruti on December 10, 2017, 07:33:08 PM
May I ask what are you planing on introducing into RT QS rewrite? New mechanics or a better performance on the mod.

Both.

There are long-standing issues in the mod, some of which I couldn't even reproduce, let alone not-blindly fix for good, and current basic architecture of it imposes a rather low performance ceiling - one which it pretty much hit a while ago. Couldn't make any of this better without major changes, so decided to completely rewrite it with the new things I've learned since creation of the original.

This presented an opportunity to re-imagine how the mod works at it's core. Original design is the way it is largely because I wanted to keep it as unobtrusive and non-invasive as possible, and that limited what I could do greatly. Now, with tools such as Harmony, greater things are possible.

I'm always in for a from the scratch mod rewrite, usually mod creators learn a lot while they make their mods and later they realize they could've done better things, so this is great!
If I get it correctly, I can create a freezer that stores all my food with no access to the exterior as the items "aren't" there but instead they're in another room, and have a "relay" that allows my pawns to access this food. Am I right?
#119
Mod bugs / Re: Cleaning bug (I think)
December 11, 2017, 04:00:42 PM
Could you guys please upload the "modlist" that you have? It should be in appdata/ ludeon studios/ config
#120
Ok, it seems that there's something that broke everything. Badly
I can't load the game anymore no matter how far do I go.
I thereby admit that I have been adding mods to this colony on the go, but all of them have been "safe to add to started colonies" mods.

I can't really "narrow" what mod could be causing this issue as I've been playing fine until now. The last mod I added was the "legacy port" of Quatum Storage. I understand that there are "duped" items, but those never gave me any issues on game load.

Both log and modlist are on the attachments

I hope you can help me save the poor colony.
Here's the savefile (~14MB):
https://drive.google.com/file/d/1zREqKXCeCrRfNl34z9GPmbKZHE4MRry6/edit

Thanks all for your help and advice.

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