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Messages - Latta

#466
Ideas / Re: Fans/Vents
March 13, 2015, 05:42:24 AM
Quote from: UMK on March 13, 2015, 05:32:35 AM
QuoteA vent unit would actually be non-powered wall unit that simply makes the entire space count as the same area for climate control, or helps one temperature spill into another the same way an open door does, but without people being able to pass through it.  It might have an open/close setting too.
Actually this is much better (less computitional intensive and more reliable) mechanism than the one implemented in RedistHeat mod. But it can't be implemented by modders without hacking game code hard.

Quick fix: It does use same mechanic as an open door does, with only few differences but I can confirm that there is no way to make it 'same area'. Instead, anyone can *set* (room.Temperature = someFloat) room's temperature to make it look like a same area.
I'm using temperature pushing because I prefer it. :P
#467
Help / Custom compProperties / verbProperties?
March 12, 2015, 01:09:05 AM
We can make a Thing uses custom ThingDef by doing like this:

<ThingDef Name="DefName" Class="NameSpace.CustomThingDef">


Is it also possible to apply this to comp/verb? Like this:

      <li>
        <verbClass Class="CustomVerbProperties">CustomVerbClass</verbClass>
        * Properties *
      </li>


If not, anyone know how to do this?
#468
Help / Re: weird graphical error from mods
March 11, 2015, 12:24:41 PM
Quote from: silentlord on March 11, 2015, 12:23:34 PM
had a feeling that was the case.... this game was pretty advanced, just finished building a nuclear plant. *sigh*
Nonono wait, I didn't mean the colony, I mean, RimWorld itself.
#469
Help / Re: weird graphical error from mods
March 11, 2015, 12:19:53 PM
When you add/modify mod(order), it's safer to restart game. Exit to window and restart.
#470
Quote from: Famous Shoes on March 11, 2015, 09:53:46 AM
All seems well in 2.0b. By the way, did you intend to remove the advanced cooling research project? I didn't see that removal in the release notes so I thought I'd check.
Whoops, did I release this with rapid cooling in it? I decided to remove that until I can come up with more proper research tree.
#471
O dat storyteller art. Look at her!
#472
Here goes a hotfix. I still don't have time to test it in long-term. Please report any issue you see, Thank you. This version can be considered more stable than before.
Mini-credit: Famous Shoes for pointing out some bugs!

Changes:
Fix: Industrial heater's room temperature going too high with AirNet.
Fix: Locked ducts reset after game loading.
Fix: Smart duct fans can't get room's temperature properly.
Mod: Industrial cooler's base strength increased by 10%.
Mod: All vents/fans/hole heat exchange algorithm modified. Now uses solid ticks instead of ticks with hashOffset.
Mod: Vents heat exchange speed increased by 100% as algorithm change caused it to be slow again.
Add: Industrial heater source code.

Quote from: UMK on March 10, 2015, 11:57:19 AM
Suggestion: coolers to be more effective than heaters. IRL heat pumps (which are actually coolers) usually have 3 times or more efficiency than resistive heaters (which are actually heaters).
Yes, resistive heaters aren't so good, but making industrial coolers too effective would break game balance. But I'll buff it even more if needed.
#473
Oh, yes. You can't cross cooling line with heating line.
For minor fluctation, if I understood right, is because they push heat every 250 ticks. It's for cutting computer resource usage, and is same for vanilla coolers/heaters. But for such 'dynamic' fluctation of -50 to 10 or going higher temperature than target temperature, I'm not sure yet. I can use my computer in few hour so I'll follow your set up.

EDIT: Might be a bug that duct fans pushing plain net temperature rather than difference with room temperature? Will check soon. Checked
#474
Updated to 20.
Please expect some bugs, as it's the very first release. For known bugs, you can check OP's "Known issues" section. If you do not want to use 'unstable' v20, please use 11b instead. Download of 11b is available too.
Also, code is still in a mess. I'd appreciate if you report any bug or performance issue.

EDIT: Vent equalization rate buff downed to 50% from 100%.
#475
Temperature Control and RedistHeat has no reason to conflict. I tried it just now.
Though concept might overlap, you can use this on this and that on that, like coolers/heaters from this and vents from RedistHeat.
#476
Quote from: eatKenny on March 10, 2015, 06:25:43 AM
Quote from: FireFly on March 10, 2015, 05:15:51 AM
Just a small suggestion, you could make vanilla concrete flooring actually require concrete. Pretty minor thing, but it makes more sense than laying down steel that turns into concrete :D

i already made it for the next update, and i even added concrete foundation to allow you to build on soft Terrains like "mud".


Can I expect aluminium floor too? Something like brighter metal floor?
#477
Quote from: Undecided on March 09, 2015, 02:10:51 PM
Quote from: UMK on March 09, 2015, 01:53:16 PM
Already implemented in Industrialisation.
And? Are you suggesting he shouldn't make something similar by virtue of it already existing?

Ore mines are also in Industrialization, and there must be at least half a douzen mods with parallel concepts that involve drilling for additional metal. Same for its nuclear power plants and the idea of adding additional metals to the game.

Point is that if something existing is reason enough not to make your own version, the mod community would be dead in the water. Particularly in regards obvious ideas like the aforementioned.
I can't promise anything because I use Industrialization myself! But I can make something between that and the thermal generator. As you said, generates medium power while has a fixed maximum temperature. One problem though: Texture.
#478
No, add another <li> and insert totally seperate verb.
#479
Quote from: apljee on March 09, 2015, 07:27:31 PM
Quote from: Latta on March 08, 2015, 10:06:11 AM
You can 'attach' bayonet on your gun by simply adding a ranged verb AND a melee verb to weapon's definition.
It will display two order buttons, being one ranged, another being melee.

Could someone give me the outline on how to do this? would I just add two verbClasses, one melee and one ranged?
Yes. So simple.
#480


Progress report for v20.

Vents:
Vent heat exchange rate is now twice stronger. There should be a lot less problem equalizing big rooms.
Active vent is now lockable.
Major code cleanup in equalization method.

Temperature controllers:
Industrial heater is now stronger to compensate heater buff of Alpha 9.
Added industrial cooler. Supporting multiple, external exhaust ports, attaching more ports will increase its efficiency. Does not work without one.

New things:
Air duct system, AirNet. Less efficient than vents, but it can equalize separate rooms together. I'm hunting a bug of it right now. Huge credit to https://ludeon.com/forums/index.php?topic=11276.0.
-Duct pipe
-Duct "holes"(don't know what to call them now): Simple/Powered/Ceiling/Smart (works like active vents)
---Graphics not worked yet; vent graphic as temporary graphics.
-AirNet overlay like power grid overlay. Known issue: You can see them only by selecting buildings using electricity, not duct systems.