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Messages - Ninefinger

#181
Awesome! Thanks for the update, link is still broken, but thanks for the update none the less!
#182
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.1)
April 30, 2015, 03:37:21 AM
This mod has a lot of potential loving what im seeing, hope everything will be properly balanced so that crops dont grow too fast if they are modified with genomes since that is what hydroponics are for, however being able to have them grow at night so long as they are brightly lit is a great idea.
#183
Quote from: Pursuit on April 29, 2015, 04:43:02 AM
This looks like a great mod and started out working great for me.
The only mod I had installed was EdB Interface.
When the colony began recruiting I had some lag, but when someone was finally recruited it got much worse with both the recruit and the recruiter freezing. The new recruit didn't even register on EdB's Colonist Status Bar.
The lag continued until I used developer mode to destroy the frozen pawns.
I tested it again after disabling EdB and had the same outcome of frozen recruit and recuiter, but with worse lag than before.

Sorry to have to report a problem but I hope it gets fixed. This looks like it would be a great addition to my play through. You've done a good job balancing the pros and cons of recruiting from other factions.

Hope that this gets fixed, i would really like to be able to add this to my Ultimate Overhaul Modpack! But in its current state im afraid i am going to have to wait, im not inclined force this situation upon people, but this is an excellent mod!
#184
Quote from: Kaballah on April 30, 2015, 12:31:35 AM
I mean in the same sense your industrial cooler requires 100 silver - my question was kind of dumb I guess, never mind.

the problem with what you were suggesting earlier is that the amount of "stuff" required to build an object is set to 40 so for gold that number is really high but if you try to lower that number to say 10 for eg to make gold more reasonable you will end up being able to build it for like 10 stone or 10 steel. and personally i removed the silver construction cost for my Ultimate Overhaul Modpack for the industrial cooler since i don't think it should be any harder to build than an industrial heater, besides you need exhaust ports for the cooler that makes it more difficult as is. just my opinion anyway.
#185
Quote from: Turtle Dude on April 29, 2015, 02:09:43 PM
I know you said you gave up on looking for the leak, but if you do look I know this might be information you already have since you are the one coding, but with the chart you posted all I can see is a step to every tick, meaning that the memory leak is caused by a loop that seems to either never stop trying (no termination point) or gets stuck. But I also have a bit time with the mod, and noticed that the leak happens when the game is paused and even when all colonists are idle (I trapped them to test this). So wouldn't that make the leak in a part of a loop that doesn't need them to cause an action to happen (such as picking up an item)?

I've by doing small tests over the time I'm able to play seeing if there is a ways to make the leak expand (nothing has), or stop (pausing the game doesn't work, neither does trapping them in a room with nothing it in to idle them all) only taking off the backpacks has actually stopped the leak.

Sorry If I'm only confusing you, or just being annoying (I've been told I can do both easily, not a good talent to have...).

actually that is good information, making it so that pawns cancel the action there seeking there hauling orders after so many ticks if no haul-able items are within certain parameters could solve this problem, however coding this i think would take a lot of work sine you would have to set up distance parameters, and set up parameters if items are accessible, there may be a simpler hack job way of doing it so that orders get canceled and turn to idle in some other way but that is the way i would envision it. unfortunately i know absolutely jack about how to mod dll files so i cant offer any specific solutions code wise just the general idea for what i think you could do to stop the memory leaks. you just need them to be able to stop there task if certain parameters are not met.
#186
Quote from: Absinthe on April 29, 2015, 11:55:02 AM
Absolutely love this pack, but I can't create plasteel bars at the smelting furnace, which is a bit of a deal breaker. Any thoughts on how to fix? The only mods I have installed are the SC-core and SC-xpac1. It's a new world, and a new colony. The only option I have at the furnace is steel bars from steel ore... Stuck at home recovering from an operation and bored stupid, so if anyone could help me out I'd REALLY appreciate it!!!! :D  **EDIT** - should've said, I'm running Alpha10f(285?)

You need to unlock the electric smelter it can only be done there, hope your recovery goes well! cheers! :D 
#187
Quote from: AllenWL on April 27, 2015, 08:13:27 AM
Quote from: Ninefinger on April 26, 2015, 07:40:03 AM
Quote from: axenn on April 26, 2015, 07:29:04 AM
This is an excellent mod, must be implanted

this is an excellent mod and i was really looking forward to using it however Tynan removed the prisoners getting cabin fever and some other stuff so it made this mod useless :( i messaged Tynan to bring back the cabin fever debuff but maybe this mod can bring back the stuff Tynan took away and make it useful  again i would love it!

Not useless at all. For one, you can have separate rooms which allows you to avoid the 'sharing bedroom' debuff, let prisoners eat on a table without putting one in every room, and avoid the 'cramped space' debuff by letting the prisoners stay in a large 'common area' while they sleep in tiny rooms.

You can also put prisoners who are about to break in solitary cells to prevent fights between prisoners, and you can enslave prisoners who are too hard to recruit, so you don't have to waste resources trying to recruit them, get a mood debuff for selling them, or set them free.

Well i suppose your right but it still needs to be updated ot alpha 10. :(
#188
Dont worry about the critics NoImageAvailable your mod is awesome and this is a game not real life, the combat is more realistic and that is what the mod is designed for that is the bottom line, and you have done a very nice job of it, and numbers can always be tweaked but haters will always be haters lol
#189
Outdated / Re: [MOD](Alpha 9) Darkness
April 29, 2015, 01:14:28 AM
Quote from: LittleGreenStone on April 29, 2015, 01:02:37 AM
Any words on an A10 update? Will it bend? ^^

i have modified darkness to work with alpha 10 in my ultimate overhaul modpack.
#190
I have a modified version that i use for my Ultimate Overhaul Modpack feel free to check it out and use it however you want, you can ignore the SCA10Core, the Rimfire Combat Realism Rework (the rework is for Alistaire), and the fact that combat realism is missing files since it is simply a modified patch for compatibility with my modpack. just focus on the Weapons_Guns.xml for the numbers that i have used and feel free to let me know what you guys think, and ignore the <smeltProducts> <SteelBar>10</SteelBar> </smeltProducts> this is for compatibility with Superior Crafting. Here is the link: http://goo.gl/Ri2lIJ
#191
Quote from: Nataris on April 28, 2015, 08:57:49 PM
Quote from: NoImageAvailable on April 24, 2015, 03:16:42 AM
Quote from: Nataris on April 23, 2015, 07:39:07 PM
Any plans to update the compatibility patch for Combat Realism?  Would be the missing piece of my next playthrough.  Ive been dieing to try both mods.

Great job with the work so far.  Very much appreciated.

Great, thank you!  :)

I'll be providing my own patch in the future. Makes it easier to keep it up-to-date with balance adjustments and such.

I hope you dont mind but i have already made a patch for combat realism for my Ultimate Overhaul Modpack, if you would like to check it out you are more than welcome to use it or change it in any way it is called the Combat Realism + Rimfire Compatibility Patch: http://goo.gl/Ri2lIJ it is not so much of a patch but a complete rework. I also completely reworked  combat realism for more balance to better reflect weapon types, ignore the SCA10Core folder it is just modified files for compatibility with my modpack. The Rimfire Combat Realism Rework is all you need, but the combat realism would also have to follow suit and go with my modifications. in order for everything to sync, all the changes i made are in the Weapons_guns.xml, Anyways just trying to help.

the only thing is you would have to change this bit of code from SteelBar to just Steel since it is modified to be compatible with superior crafting in my modpack. And that is kind of  the reason why i haven't made it available as a separate download for anyone since i would need two of the exact same patches just with that one bit of code changed.
Cheers!
                      <smeltProducts>
                       <SteelBar>10</SteelBar>
                      </smeltProducts>
#192
Quote from: Latta on April 27, 2015, 02:39:08 AM
I've always thought of making vents(not ducts... well Plasteel makes sense but...) stuff-based. Any thoughts on this, please?
I agree with Kaballah 100%, the only stats that should be effected are beauty and maybe durability. but its still a decent idea, although not entirely necessary, its more of an aesthetic change than anything.

I guess its just a way of saying your mod is amazing already the way it is. :D
#193
Quote from: s7jones on April 27, 2015, 02:10:52 PM
Is there auto consume in the Alpha 10 release of this mod?

the auto consume i believe has been integrated into the joy system so colonists should seek it out to fulfill joy needs, this has not been confirmed, but that i believe is the intention.
#194
Awesome mod, one of my personal favorites! keep up the great work Jaxxa!
#195
Quote from: EdB on April 26, 2015, 11:06:31 PM
Released an update, version 2.7.2, that fixes the bugs that have been reported since the last version.

It also adds a Korean-language translation provided by Latta (thanks!).

Awesome! thanks Edb you rock!