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Messages - eberkain

#16
Quote from: Canute on April 20, 2015, 01:48:53 PM
Quote from: XelNigma on April 20, 2015, 01:30:22 PM
my cook is still removing the kindling from the hopper.  I'm not even sure if its a cook related issue, just that my only pawn that does this is the one thats the cook, but they are also one of my most active crafters.

Some people seem to think they are taking the logs out of the hopper because they are using them to build/craft with.  Whats not what is going on. The logs are just being removed from the hopper and placed on the ground.
Now with it using kindling instead of the logs its even more clear that is whats going on, seeing as kindling is not used for any building or craft.
Like i said before, to change the fuel from log's to kindling don't solve the problem.
It is a cook/hopper problem.
I notice before the job of a cook are to refill the food hopper's even when he isn't enable for hauling.
And this is the problem.
The hopper is still marked as food hopper not as regular container, thats why the cook empty to hopper and try to refill it with food. But since food isn't enabled for this hopper it stay empty.

How about just having two hoppers?  One for food and one for fuel.  I always thought it was a little weird that it was a shared structure.  The machine that dispenses corn and potatoes should be drastically different than the one that dispenses logs and gasoline.
#17
Unfinished / Re: (Alpha 10) Pooping mod!
April 20, 2015, 11:56:17 AM
As deep as the simulation of the colonists is, I have always found it odd that this was ignored. 
#18
Unfinished / Re: (WIP) More Spaceship Stuff
April 20, 2015, 11:53:49 AM
Been struggling with how to implement different size engines and not clutter the building interface, there are already alot of parts.  Finally thought about just making the engines an atlas texture so you could built it whatever size and shape you wanted...



Also did get a chance to sit down and get myself up to speed on coding a .dll this weekend.  That and played a couple games of A10.
#19
General Discussion / Re: Thoughts on 10c
April 20, 2015, 08:41:11 AM
Quote from: Akyla on April 20, 2015, 05:42:06 AM
Quote from: De1ta on April 19, 2015, 03:49:02 PM
The work schedule is great.  I'm not going to lie, when I saw the joy system, I thought "Great, now my colonists will be even less productive."  However, the way you've implemented it is great, and the work schedule makes managing large(r) colonies way, way easier.

I feel exactly the same.

I find that the joy system really brings the colony alive from the ant-hive it has been thus far. And yet it doesn't make the colonists inefficient, which was my worry before trying it. The work schedule is great as well, as the scheduling makes the colony function more smoothly.

WISH: To plan specific tasks in the work schedule.
Especially hauling often requires micromanaging. If I make hauling too high a priority, my colonists will drop everything every time a crop is harvested, or some ore has been mined. If I make it a lower priority, the crops will be left to spoil. Leaving a single colonist to do the hauling can cause him to get stuck going back and forth with small stacks of crops and the like. So occasionally, I will put most on my colonists on hauling duty. Would be great if I can put this in their work schedule by default.

Yes, putting a specific type of work like hauling and cleaning in the work schedule would be awesome.  Make it so that job is their priority for that time and if they can't find work then they do the regular priority.
#20
Bugs / Re: Cloth apparel gets ignored
April 20, 2015, 08:32:24 AM
Quote from: Elfblood on April 20, 2015, 07:13:32 AM
In my current colony they just hardly go and take new clothes.
I use the "anything" default settings for clothes, and had dudes running around naked for months. I have some "not so good" clothes in my storage, but they just ignore it.
Timetable is set to 3h anything each day, so this is not the problem.
For me it just doesnt work right now.
Iam sure I can reproduce this behavior by stripping a enemy and capturing him, recruiting him, he keeps running around naked. Also crash-pod survivalists do.

I get this same behavior in 10C, its a great idea, just doesn't seem to work as advertised.
#21
Quote from: Canute on April 19, 2015, 05:02:22 PM
Quote from: Grynnreaper on April 19, 2015, 04:25:43 PM
the hoppers are set to critical, and one colonist (Danni, that miserable cow) is the only one that keeps swooping by and unloading them, nothing else is set to critical

Quote from: Slywyn on April 19, 2015, 01:58:09 AM
You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.
Can it be that Danni is a crafter and he want made wood planks out of the log's ?
Then the hopper is maybe the closest source for wood log. You should just place another critical stockpile next to the workbench.
My wife is having this exact problems with wood logs on hoppers, we tested this idea, did not effect anything. 
#22
Ideas / Re: Multiplayer
April 17, 2015, 07:36:10 AM
Quote from: Elixiar on April 17, 2015, 04:16:51 AM
Like fallout and skyrim, a strong solo experience just fits the style better.

Sometimes single player is enough. Id rather see other things worked on as multiplayer would be a big project as it is.

I agree that it should not be the immediate focus, but it definitely should be on the list. 
#23
Ideas / Re: What is a house without a window?
April 16, 2015, 02:02:10 PM
Windows are a must!  Love the idea.
#24
Ideas / Re: Planning Notes
April 16, 2015, 02:01:25 PM
I would add another feature, instead of having two buttons for plan and remove plan, can we just make it so a left click adds the plan, and the shift click removes the plan?
#25
Bugs / Reverse Designation
April 16, 2015, 01:59:51 PM
Was not included for rock walls, when I click a rock wall that has never been touched there should be a button to mine it. 
#26
Ideas / Re: Belief System
April 16, 2015, 01:56:30 PM
A10, my colonist was in his room praying, my first question was, to who?  Would be nice to see more detailed information about the colonists religious views without making it really have any effect on the gameplay.  We could even make some of the artwork have religion tags, so maybe the artist of a specific religion created an artwork venerating that religion, which in turn gives others of the same religion an even greater benefit from seeing the artwork in the colony.  And you could even go the other way by making a matrix of opposing religions, so the art from one religion would have a lesser or negative effect on people following different religions. 
#27
I could not for the life of me find the email, so I went and got the date of my purchase from PayPal and then went back in by browser history to that date and found it.  Cheers!
#28
General Discussion / Re: Alpha 10
April 15, 2015, 01:46:39 PM
well I know what I will be doing tonight.
#29
Quote from: TrashMan on April 15, 2015, 06:16:23 AM
This should be added to core.

+1  There is no reason to not use this mod.  What little information you gain from using it is no more than what you would have gotten by constantly going back and clicking mine as the miners dig out the edge.  Simply a time saver.
#30
Unfinished / Re: (WIP) More Spaceship Stuff
April 15, 2015, 07:39:46 AM
At the end of the day the ship building is going to essentially be the same as building the colony, with some new parts and mechanics with how the different pieces interact.  You will probably want to build alot of the things that are in your colony on your ship, like beds, tables, food source, etc...   The emphasis is going to be on making everything as compressed as possible, but fully functional so it will support the crew members without relying on things outside the ship, to that end I am going to make a new power source just for the ship that is small but uses fuel, and give you a way to generate that fuel.

Thanks Evul!  I loving hearing the support, It's been a while since I tried to do any modding, or programming for that matter.   I've actually enjoyed doing the texture work alot.

I am really excited to get to sit down and do some work on this, my days are kind of crazy though, I work full time and my wife and I run a home business, video game retail, and my youngest son is about 2 and a half.  So I don't get alot of free time.   First chance I get I'm going to setup a framework so I can make a .DLL, then I can fool with the coding some while I'm at work.

EDIT: Updated the OP