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Messages - Onyx

#1
Quote from: paul23 on January 06, 2018, 11:57:33 AM
Is there a list that shows what everything does?

IE: I had a colonist with a partly destroyed brain, and added the brain stimulator.. - But that didn't really improve the brain above the 70% he already was.

Make sure you check the information screen of each individual item - from the description, looks like the brain stimulator doesn't do anything to boost consciousness above 65%.
#2
I think the problem is that the Races_Humanoid in the CS GT fix is still using ZA assets. Hence the biteable pawn error. Try this Races_Humanoid instead.

[attachment deleted due to age]
#3
Quote from: 123nick on March 28, 2015, 01:10:48 AM
i noticed that you have compatibility patches for both glittertech and cyberstorm, but not both of them together, except with zombie apocalypse. is it possible to have a compatibility patch for both glitter tech and cyberstorm? or do i just use both the cyberstorm patch and the glitter tech patch?

You'd have to manually combine the two patches. Or you can take the all-in-one patch and edit out any references to ZA assets (zombie pawn type in the Races_Humanoid.
#4
Quote from: dareddevil7 on March 25, 2015, 04:36:18 PM
Just to let you know, and also sorry for being a prick about it, but prosthetics isn't a word, the plural for prosthetic is prosthesis.

Prosthetics is in fact a word. It's the adjective form of prosthesis, which is the singular form of the noun. The plural of prosthesis is actually prostheses.

edit: Proof: http://dictionary.reference.com/browse/prosthetic?s=t

Also, are bad backs somehow different from having a Frail torso? I can't seem to fix those.
#5
Quote from: Latta on March 22, 2015, 07:36:13 PM
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.

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.
#6
Quote from: Latta on March 21, 2015, 11:44:50 PM
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?

I just tried again and I couldn't reproduce it. That's really weird. Maybe it had something to do with the number of smart fans I had? I had about 16 I think, and I've since restructured my cooling into 3 distinct networks rather than having 1 industrial cooler do all of them. I couldn't figure out how to have bedrooms at 70F and freezers at 10F on the same network. I thought the network temperature (which was like 10F) would determine what a smart vent could output at, but it doesn't seem like that's so. How should I have done that?
#7
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.