Check the 22 vent's direction. Make sure its arrow is facing dining room. 20 vent is working fine, I assume?
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#451
Outdated / Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
March 19, 2015, 07:45:50 PM #452
Outdated / Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
March 19, 2015, 03:24:35 AM
Update news of 22:
I managed to reduce assembly scale by 11kb.(49->38) What a mess it was. Now all duct components will use same class instead of separated ones like DuctHole/HighPowerredDuctFan as well as customizable heat push rate via XML. As a side effect, you should change your save manually or start a new game so I won't release it soon.
Also, there was some change with airnet's temperature mechanic. It won't store plain value of average. Instead, each components should push its heat to net aka somewhat more realistic. The reason behind this is to make a pipe heater and/or pipe cooler.
I managed to reduce assembly scale by 11kb.(49->38) What a mess it was. Now all duct components will use same class instead of separated ones like DuctHole/HighPowerredDuctFan as well as customizable heat push rate via XML. As a side effect, you should change your save manually or start a new game so I won't release it soon.
Also, there was some change with airnet's temperature mechanic. It won't store plain value of average. Instead, each components should push its heat to net aka somewhat more realistic. The reason behind this is to make a pipe heater and/or pipe cooler.
#453
Releases / Re: [MOD] (Alpha 9) Rimsenal v0.222 : Bikers incoming
March 19, 2015, 01:40:42 AM
That bike somehow reminds me of FFXIII's bike robots.
It's because storyteller can't choose any enemy from faction's roster given your colony's wealth.
That's why mechanoid hive has minimum spawn day of 60.
Quote from: knainoa on March 18, 2015, 08:12:36 PM
Hey, first off amazing mod, love the textures and the weapons. I'm having trouble with the Federation mod. Can anyone help? Raids never happen naturally. When I try to force a raid, debug menu says:
1 Faction FPC forward base of def FPC has no PawnGroupMakers that can generate for pawns (points=73.5)
1 Go no pawns spawning raid from parms (points=73.5)
It's because storyteller can't choose any enemy from faction's roster given your colony's wealth.
That's why mechanoid hive has minimum spawn day of 60.
#454
Releases / Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
March 16, 2015, 08:30:41 PMQuote from: Zxypher on March 16, 2015, 07:40:30 PM
Is there a reason that the Synthetic Kidney doesn't boost Blood Filtration?
I talked about that and Ykara said its a bug.
#455
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 15, 2015, 09:48:47 PM
We both has EdBs, Fusebox, Skill Lock and Misc. But I doubt its one of EdBs because I tried to turn those off already.
I suspect Skill Lock... No, not at all.
EDIT: New colony works fine, at least with stuffs made by god mode enabled. I'll just use PAL after I finish my current one.
EDIT EDIT: Now it refuses to load again, even in a colony of only a few days passed. I'll have to abandon whole PAL until future update than...
EDIT: New colony works fine, at least with stuffs made by god mode enabled. I'll just use PAL after I finish my current one.
EDIT EDIT: Now it refuses to load again, even in a colony of only a few days passed. I'll have to abandon whole PAL until future update than...
#456
Outdated / Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
March 15, 2015, 11:42:24 AM
This is my ongoing colony for the very first in-game test. Central temperature control room is located on left side of the picture with two High-powered duct fan. Two HPDF = 16 HPR = Almost one-way heat exchanging.

Also, justarandomgeek's Signal mode got updated with intersection block, but I can't get it to work properly as I changed all IntRot to IntVec3 in v20 to counter few bugs, related to splitting network.
#457
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 15, 2015, 10:14:42 AM
Orion, a bug report.
It seems that one or more(maybe all of them) PAL components are throwing error when loading a save file with PAL: "Object reference not set to an instance of an object", at Verse.MapDrawer.MapMeshDrawerUpdate .
Because it's "drawer update," I suspect it has something to do with those animated graphics, but not quite sure.
There was no issue when playing with it, only after loading a game with PAL in it. Also, after I got rid of all PALs in my save file manually, it disappeared.
It seems that one or more(maybe all of them) PAL components are throwing error when loading a save file with PAL: "Object reference not set to an instance of an object", at Verse.MapDrawer.MapMeshDrawerUpdate .
Because it's "drawer update," I suspect it has something to do with those animated graphics, but not quite sure.
There was no issue when playing with it, only after loading a game with PAL in it. Also, after I got rid of all PALs in my save file manually, it disappeared.
#458
Releases / Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
March 15, 2015, 05:14:16 AM
Oh, another thing. I just tested this.
Found that SyntheticKidney is doing nothing for developing immunity despite of having efficiency of 1.2 . In my opinion, it's better to use offset of BloodFiltration by 0.2 instead.
I guess it will also apply to lungs(breathing), liver(metabolism) and heart(pumping)
EDIT: Setting offset of 0.2 made my pawn's stat 124% instead of 120%. Maybe it's because there is a maximum stat?
Found that SyntheticKidney is doing nothing for developing immunity despite of having efficiency of 1.2 . In my opinion, it's better to use offset of BloodFiltration by 0.2 instead.
I guess it will also apply to lungs(breathing), liver(metabolism) and heart(pumping)
EDIT: Setting offset of 0.2 made my pawn's stat 124% instead of 120%. Maybe it's because there is a maximum stat?
#459
Releases / Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
March 15, 2015, 01:03:52 AM
While translating, I found that this mod still has "ScytherKnifeProtrusion" in Items_BodyPartsBionic, Which has been replaced by "ScytherBlade" in vanilla since A9.
I don't think it's intentional, is it?
Also, that one doesn't have <tradeability>Sellable</tradeability> so traders can carry the knife with them, but it doesn't look good. What kind of traders carry disassembled mechanoid body parts?
I don't think it's intentional, is it?
Also, that one doesn't have <tradeability>Sellable</tradeability> so traders can carry the knife with them, but it doesn't look good. What kind of traders carry disassembled mechanoid body parts?
#460
Outdated / Re: [MODLIST] (Alpha 9) Latta's small mods
March 14, 2015, 10:59:16 PMQuote from: Famous Shoes on March 14, 2015, 10:25:00 PMUh... I'm not sure I understood that correctly. Sorry.
Can the bone bits not be used on prisoners? I was just looking at how you did the recipes and when trying it out thought I was losing my mind as I couldn't figure out how to replace a pelvis (with ten pieces and one medicine.) Then I noticed non-prisoner patients were getting different operation bill options...
Are you saying that you can't see bill to replace pelvis of prisoner patients? Or you want to get rid of bill of that from prisoner patients?
My colony has a pelvis-hurt prisoner patient, and I can replace him without any problem.
#461
Outdated / Re: [MODLIST] (Alpha 9) Latta's small mods
March 14, 2015, 06:29:08 AMQuote from: Bucketsmith on March 14, 2015, 04:58:54 AMSoil 1.0, Rich 1.4, Marshy 0.7, Gravel 0.7, Mossy 1.2
What's the fertility of the different vanilla soils? Regular ground, rich soil, marshy soil, etc.
Quote from: Bucketsmith on March 14, 2015, 04:58:54 AMYou can cook with plants in 10b. Cofigure your bills setting to only take plants.
A solution would be to change the required ingredient to any farmable plant and not meat. That's something you can grow yourself, through hard times at first. At some point, you get enough to make enough fertilizer for proper farmland.
Also, Soiling updated to 10c. (hard only)
: Renamed synthsoil to artificial soil.
: Fertilizer costs 25 foods instead of 50.
: Fertile artificial soil fertility increased to 1.3 from 1.2.
#462
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 13, 2015, 08:37:01 PM
Maybe they can give you something instead of joining you?
#463
Outdated / Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
March 13, 2015, 10:28:53 AMQuote from: UMK on March 13, 2015, 09:50:17 AMBut wouldn't it require two seperate comp for almost everything? Like duct holes need both CompAirTrader and CompAirTraderSecond?
You know you could just make two separate types of pipes and joint points between them. This will be much easier for you and for players.
#464
Outdated / Re: [MOD](Alpha 9) More Mechanoids (v1.03 preview)
March 13, 2015, 08:55:58 AMQuote from: Orion on March 13, 2015, 07:23:38 AM
- Fixed issue with core game spawning mechanoids when creating new map
Yes! It was a bit of annoyance.
#465
Outdated / Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
March 13, 2015, 08:21:38 AM
21: Introducing intersection points, with separate lightweight vent mod(20b).
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You have 3 more components: Underground duct entrance, exit and extended exit. These are examples of intersection points.
You must build entrance first no matter what. Be warned; deleting an entrance will also delete all exits connected to it.
*
But please note this: You can't build like "Bad" situation, as both entrance and exit will be connected with crossing pipe line, resulting in all of them in same AirNet.
*
One entrance can be connected with multiple exits. You can do something like this.
I absolutely want to make a single pieced intersections, but there are just not enough time! Also, I like central climate control room that has both functions to heat and cool, rather than individual hot/cold rooms, so I doubt I'll use these in soon...
I can use it to make a freezer deep in my mountain base though.
*
You have 3 more components: Underground duct entrance, exit and extended exit. These are examples of intersection points.
You must build entrance first no matter what. Be warned; deleting an entrance will also delete all exits connected to it.
*
But please note this: You can't build like "Bad" situation, as both entrance and exit will be connected with crossing pipe line, resulting in all of them in same AirNet.
*
One entrance can be connected with multiple exits. You can do something like this.
I absolutely want to make a single pieced intersections, but there are just not enough time! Also, I like central climate control room that has both functions to heat and cool, rather than individual hot/cold rooms, so I doubt I'll use these in soon...
I can use it to make a freezer deep in my mountain base though.