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Messages - Rock5

#706
I guess it would be hard to come up with something that would work. The way I envision it working is you would select the teleporter you want to send with and there would be a button to assign which teleporter you would send to. You would click that button then click the teleporter you want to send to. Sort of like targeting. The receiving teleporter would be set to receive mode automatically. I also envision if you click on a teleporter that is linked to another then you would see a line linking them similar to when you install a sculpture. When you install a sculpture you see a line from the sculpture the the install location until it is installed. But maybe that is too much to ask for.
#707
What's with the sound anyway? I read posts about how it's been improved and sounds better but all I hear is a sort of hissing noise.
#708
Maybe the name tags could be a different color?

As for the arrows I discovered I can click the "Colonists" button (EdB Interface) to cycle through the colonists including the droids. This is actually a better method because to use the arrows I have to open one of the sub panels (Character, Gear, Health or Thoughts) which is a bit annoying if I don't need to see that information. Hm... but I can't go backwards... Maybe I'll ask EdB if he/she can move the arrows to the main panel as well as if support for the droids can be added.
#709
Sometimes, to cycle through the colonists, I use the arrows in the information panels. It's a bit annoying to have to open one of the sub panels (Character, Gear, Health, Thoughts) to use this feature. Can the arrows be added to the main panel instead? At the moment I'm using the "Colonist" button to cycle through the colonists but it only goes one way, arrows are better because you can go both ways.

Also the arrows disappear when you look at a Mechanical Defense 2 droid. Could you have a look at that? Although I don't know if it's something you or they need to fix. I've already mentioned it to them.
#710
So you can't little your landscape with multiple teleporters? You can only have 1 pair?
#711
Ah, I see. The receiving teleport is not a stockpile. That makes sense. Then the colonists move the items to the nearest best priority pile.

One last question. Is the teleport automatic or do you have to trigger it? I ask because in the picture it shows 3 squares full before it teleports, or does it wait until the receiver is empty? (BTW I love that it has 4 sqaures, it should allow multiple colonists to use it at the same time.)

Ok, one last question. How do you handle multiple teleporters? How do they link?
#712
I love the idea but I'm curious as to how people use this. For colonists to load it up there can't be any higher priority stockpiles. So after the items have been teleported they would just sit there until the items need to be used. The teleporter wouldn't get unloaded and moved to a stockpile. Am I understanding that correctly?
#713
One problem I noticed with droid naming is when a raid warning happens I zoom out and scan the map to see if anyone is outside by searching for the white name tags. Because droids don't show a name they are practically impossible to see. Luckily I can use the EdB Interface to find them. Any particular reason why you don't show the droid name?

And talking about the EdB Interface, I think it's an EdB Interface option that you get these arrows when looking at a colonist info in the bottom left panel. You can click these arrows to go to the previous or next colonist. When it gets to a droid the arrows disappear forcing me to click on the next colonist to continue. Any chance you could find out why the arrows disappear and fix it? I suspect it has something to do with the limited information you show.
#714
Quote from: mipen on January 19, 2015, 05:19:50 PM
Quote from: Rock5 on January 19, 2015, 08:27:08 AM
The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
The droids have the same movement speed as a normal colonist. I'll look at making some upgrades for them, but I first need to redo their bodydef which is a massive job :P
I got a couple of newly conscripted colonists so they have no augmentations. The Droid definitely goes much slower than them. So it looks like they don't go as fast as normal humans. Just noticed I can look at their speeds in the info tab. My 2 new humans go 4.5 and 4.27. The droid has a speed of 2.8. What gives?
#715
Quote from: palandus on January 19, 2015, 03:00:54 PM
Try changing the order of their tasks. I notice that most of the droids have their tasks listed in alphabetical order, which may actually have an effect on which tasks they prioritize.
I think I spoke too soon. I wasn't really sure so I did a more technical test by waiting until it had some dirt to clean then creating a hauling job by marking a chunk to be moved then draft and undrafting the droid. It took the hauling job first. So i guess there is no problem. I guess there were just no hauling jobs at the time  when I thought it wasn't working.

Quote from: mipen on January 19, 2015, 05:05:49 PM
Quote from: Rock5 on January 19, 2015, 03:46:52 AM
Why the limit on what items can be stored in the storage device? First thing I did was put 1 in the kitchen to store all those potatoes or dispense meal and it can hold neither.

Also, very important, will items in the storage spoil? If so will they remain frozen if the storage device is in a freezer?
I removed food from the options when I updated the mod to A8 because it would have been really overpowered having a thousand meals stored that never spoilt. When I can think of a way to get some sort of spoiling for foods stored in the deep storage to balance it then I'll add it back in, but I can't think of how I would be able to do it right now
So they don't spoil. Ok fair enough, although I assume the visible one does spoil. It's useful enough as is to store resources but why limit it to only stackable items? Why not store your chunks in one, for example? Also do you realize Herbal Medicine, which you allow, spoils? And while I have your attention, is there any way to control which end is used for input and which end is used for output?

Quote from: mipen on January 19, 2015, 05:19:50 PM
Quote from: Rock5 on January 19, 2015, 08:27:08 AM
The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
The droids have the same movement speed as a normal colonist. I'll look at making some upgrades for them, but I first need to redo their bodydef which is a massive job :P
An upgrade option would be the best solution but in the mean time is there any way I can bump up the speed of the droids?

Quote from: mipen on January 19, 2015, 09:03:02 PM
Quote from: Rock5 on January 19, 2015, 09:18:12 AM
I see that the haulers still do cleaning first which is a shame as I was intending to only use the hauling droids which makes them not as useful. Hauling being the most pain in the ass task to prioritize.
Those little *uncomplimentary names* are still not behaving properly?? I thought I had sorted them out ages ago :L I'll have to fix them up again, time to get out my beating stick
I spoke too soon. See top of post.

Idea time: How about storage on wheels? You load it up at the dig site and then push it back to base. :)
#716
Quote from: Dragoon on January 19, 2015, 08:34:52 AM
LOL you upgrade them to be faster than normal people then complain about the droid speed do they move at the speed of normal people?
I upgraded my colonists with treads on both legs so they go 180% in speed. You should see them go. The droids seem to go at a regular unaugumented human speed of 100% which seems like a crawl compared to my colonists. Strange my MAIs don't seem so slow. Hm... yes, 4.8 or 4.9. I believe that is faster than humans which I believe are 4.61.

So why can't I change the speed of MD2 droids?

I see that the haulers still do cleaning first which is a shame as I was intending to only use the hauling droids which makes them not as useful. Hauling being the most pain in the ass task to prioritize.
#717
The droids are sooo slooow. They are nearly half the speed of my augmented colonists with their mechanical treads. Is there any way to upgrade their speed? Can I edit the mod to increase their speed to be closer to the colonists speed? I tried to change <MoveSpeed> of the BaseDroid definition in Defs\ThingDefs\Races_Droid.xml but it didn't seem to have an effect.
#718
Why the limit on what items can be stored in the storage device? First thing I did was put 1 in the kitchen to store all those potatoes or dispense meal and it can hold neither.

Also, very important, will items in the storage spoil? If so will they remain frozen if the storage device is in a freezer?
#719
Quote from: Haplo on January 19, 2015, 12:57:24 AM
The mod Mechanical Defence adds specialized Droids. If you build Mai before you have researched and of her upgrades she also is just a better hauling Droid.
But I know what you're saying. Maybe I'll add a simplified Droid as a helper sometimes :)
Yes, I'll have to give them a try. And look! There is a storage device with an input and output. I'll have to give that a try too.
#720
It would be nice if the unloader could just dump the items on the floor around it. Or maybe fill up a zone set up around it.

Anyway, what I wanted to ask is do perishables such as meals waste on the conveyor belt? Because I noticed that it says "Outside" and shows the outside temperature when pointing at them even though they are inside a freezer.