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#436
Quote from: skullywag on March 23, 2015, 08:33:36 PM
3. The forum has a file size limit hence not many people use it. Also people have "issues" with some download providers, I personally have been asked to not use github/mediafire/dropbox, so i picked one and stuck with it, modders cant win on his one.

I understand dropbox, but what's the issue with GitHub/MediaFire? GitHub don't even have any ads.
#437


As you said about matching caliber I assumed there will no damage adjustment. So far you need to make it fire really faster to achieve similar damage to AR. SA80 is well, besides its jam problem it's fully automatic right? Thus I think it won't be a problem but it need more range too in my opinion.
#438
Quote from: Onyx on March 23, 2015, 01:23:49 AM
The two networks were more than 8 cells apart and were definitely not connected in any way. I'm running v21b, not 22 so that change to the AirNet isn't in my version. I had two high powered duct fans in the cooling room. I still couldn't get a freezer to, well, freeze, while on the same network as my bedrooms.

As my codes are now 22 and whole mechanics changed, I can't help you. Sorry. :'(
#439
Quote from: Vingolf on March 23, 2015, 08:16:36 AM
*

Hey, wrong topic. Pipe is here: https://ludeon.com/forums/index.php?topic=11056.0 Thank you.
And can you upload a screenshot of your net with overlay enabled? I can't see any problem at all within small testing environment.
#440
I must say I really like gun textures! They are fantastic. I'm now trying SA80 and TAR21, maybe MP5 someday.




One suggestion though: Make them stronger.
Following calculated balance table, both SA80 and TAR21 seems to be way too weak compared to their price.
TAR has similar price, range and accuracy with AR but it is weak at all, even at touch range survival rifle can do 4.28 DPS but TAR only 4.38 DPS. (AR 6.14)
SA80's DPS is worse, it has nothing better than SR, it can only inflicts 2.08 DPS at medium range which it should be the strongest.


So here is detailed suggestion: TAR's damage to 8 from 6, warm-up to 80 from 100 makes it stroger than AR at short range but weaker at long range.
SA80's damage to 20(It costs nearly twice than SR!) solve all, I think. It's still weaker than AR, but it has more accuracy so...


EDIT: A xml bug here. TAR is using AK bullet definition so I keep getting errors of not founding AK bullet.
#441
Surely.



I've also attached output_log. This part is the start:
ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index
  at System.Collections.Generic.List`1[System.Collections.Generic.List`1[System.String]].get_Item (Int32 index) [0x00000] in <filename unknown>:0

  at Verse.LoadIDsWantedBank.GetNextList () [0x00000] in <filename unknown>:0

  at Verse.LoadCrossRefHandler.NextResolvedRefList[PawnConverted] () [0x00000] in <filename unknown>:0

  at Verse.Scribe_Collections.LookList[PawnConverted] (System.Collections.Generic.List`1& list, System.String listLabel, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0

  at MoreMechanoids.Building_PAL_Core.ExposeData () [0x00000] in <filename unknown>:0

  at Verse.LoadCrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0

  at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String mapFileName) [0x00000] in <filename unknown>:0

  at Verse.RootMap.Start () [0x00000] in <filename unknown>:0


Argument out of range? Why I couldn't see this.

[attachment deleted due to age]
#442
I don't see any problem at chip part. But bashing it to turn off has a minor problem. One of my crawler had lost its plasma cutter thus no manipulation. My soldier bashed it and it started to attack back! Wasn't a big deal but the soldier was scratched by that crawler's front leg.

I couldn't check if PAL is fixed or not because my colony suffered greatly by Mechanoid Rebellion. Two men killed while sleeping and one died fighting. I'm now afraid of using scythers. It was a memorable event, at least...

EDIT: I'm sorry to say this but its not fixed yet. It's not null causing the error; list is there. But the game, it can't instantiate or something from the given list. Would it possible to make bool isControlled at individual mechanoids and save value to there, instead of a list? As I can't live without this mod I'll continue with deleted LookList now.
#443
Quote from: BinaryBlackhole on March 22, 2015, 03:51:30 PM
Is it defended or is it just sitting there by itself?

If you attack it a few time or send one to study guards will pop out.
#444
I was assuming that you accidentally connected two networks. Although they seem to be separate visually, than can connect to neighboring cell.

Also, yes, the net's temperature determines smart fans' output. Building a lot of pipes and/or components will make net bigger and controlling its temperature harder, and will require more fans(or holes) placed at source room but it's not why nets were 'separated but connected.'

Smart fan will work in this way:
Say you want your bedroom at 70F(target temperature). current room's temperature 100F, and net's temperature is 10F. As room's temperature is warmer than both 70F and 10F, the fan will open and try to cool the room.
When room gets colder and go 80F, and net 95F, though your room is still warmer than 70F, the fan will now close itself to prevent net temperature of 95F to leak.
Finally, if both your room and net's temperature successfully go 70F, smart will close again so room go no colder. In this case, net can be colder and colder again as all smarts should be closed now.

Did you build powered fans at cooling room? As they are a bit powerful than holes, they require powered fans at other side to be effective.
#445
Quote from: Onyx on March 21, 2015, 06:11:04 PM
It seems as though when part of a network is disconnected physically, the network ID doesn't change. As you might expect then, heating/cooling behaves as if it were connected.

Right now I've got two ductwork networks that are not physically connected, but were previously. They both have ID 407, and the second part of the network is not actually connected to any industrial cooler at all. Yet the rooms are still staying at their precise temperatures.

edit: So I've tried to place a duct network several times after removing it; each time it comes up with the same network ID as before, but it's isolated from any other network.

edit2: It appears that the network ID may fix itself after restarting the game? I previously just tried exiting to the main menu and reloading the colony, but that didn't work. The disconnected network still has a temperature of 20F after restarting though. There shouldn't be anything feeding into it, and the rooms which have smart duct fans are all sitting at 70F.
Strange, I had no problem. Can you post a screenshot with overlay enabled?
#446
I digged into your code and deleted every animation related method, re-compiled, replaced dll and bang! Failed.
So I built every single PAL buildings one by one and found out that I was wrong from the very start. It was a PAL core causing it, and not some animation related problem. I'll look again.

EDIT: Well okay, I... fixed this problem by deleting whole ScribeCollections.LookList()... I think there is something very wrong with saving list.
I'll attach modified dll for ones like me.

WARNING: There is a downside: Controlled mechanoids will change every time you load your game. Example: You have Steely and Wingy but you can only control one mechanoid, currently Steely. Next time you load this game, the controlled mechanoid can be both Wingy or Steely.

[attachment deleted due to age]
#447
Quote from: knacko on March 20, 2015, 02:54:59 AM
I'd love if there was vented doors. The vents aren't hugely attractive, and ducting is a bit overkill for a brand new base.
Quote from: eatKenny on March 20, 2015, 12:14:44 PM
+1 for vented doors, keep base clean and simple



Updated to 22. Now, ventilation doors. Word of advice: It's not efficient as vents. Use vents when you need to equalize big rooms.
Note: You can use these with Vent only version of RedistHeat.

Building cost of all vents/ducts has slightly increased. Industrial cooler costs less steel but requires 100 silver instead.
AirNet mechanic has changed. The bigger your net, harder to control its temperature. Like big rooms.
Deleted low powered duct fan.
Source code is now on Git. Fork it freely if you want to.

New game is recommended if you made one or more duct holes/fans. Or, please check "Compatibility" section for how to make existing save file to be compatible with 22.
#448
Quote from: eatKenny on March 20, 2015, 12:08:39 PM
a lite version will be released early next week ;)

should i keep steel and furnace in the lite version? i can rename steel to "refined steel" so that it won't mix up with vanilla steel.

I like that idea. Something between steel and Plasteel with a bit bright color?
#449
Quote from: Pink Photon on March 19, 2015, 09:12:25 PM
I hadn't realized the vents had directionality. I suspected that, but when I rotated it I didn't notice the little arrow change direction.
Will it be better if I make that arrow bigger?
#450
Help / Re: Corpse ThingDef
March 19, 2015, 07:49:01 PM
Quote from: soulkata on March 19, 2015, 01:25:14 PM
Hi,

How I access the Corpse ThingDef? I want my mechanoid corpse provide cover, like the rock slag!
It automatically generates by ThingDefGenerator_Corpse. There's no way modify its ThingDef AFAIK.