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Messages - mcduff

#31
How does the "animal bladder need" thing work? I have it turned on but it doesn't seem to be making any difference.
#32
Outdated / Re: [B18] cuproPanda's (Outdated) Mods
February 06, 2019, 06:10:06 PM
Quote from: cuproPanda on February 05, 2019, 04:56:24 PM
Quote from: mcduff on February 05, 2019, 10:23:31 AM
Here's a question:

I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.

However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.

In the source this seems to be the line for inputs:
public ThingRequest InputRequest {
      get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}


Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?

The Smoker, Charcoal Pit, etc. were all left in an unfinished state, which is why the food selection is so broad. You would have to edit the source code in order to change what is accepted (specifically ItemValidator at line 243).

It might be easier for anyone updating the mod to just revert those stations back to using bills. I was going to make them work similar to the Universal Fermenter in B18 but never had the time to finish.
That's probably beyond my modding ability... Anyone want $20 to do it?
#33
Outdated / Re: [B18] cuproPanda's (Outdated) Mods
February 05, 2019, 10:23:31 AM
Here's a question:

I love love love the smoker and the fact that it uses the brewing "fill and forget" mechanism rather than requiring a pawn to constantly work it.

However, it is somewhat annoying that I can't set a filter for what kinds of meat get smoked. For eg, if I have "dried meat" from another mod I don't want to smoke that, and I don't want to smoke insect meat either.

In the source this seems to be the line for inputs:
public ThingRequest InputRequest {
      get { return ThingRequest.ForGroup(ThingRequestGroup.FoodSourceNotPlantOrTree); }
}


Does anyone have any idea how to exclude certain things from this? Would it be a case of having to write patches for other mods?
#34
Ideas / Re: Let me not care what my walls are made from
February 04, 2019, 08:43:22 PM
...Yeah, I know there isn't *now*. That's why this is in the suggestions forum.
#35
Ideas / Let me not care what my walls are made from
February 04, 2019, 03:19:45 PM
When you build things at a table you can get your pawns to make them out of whatever. Marble, granite, steel, plasteel. Doesn't matter - they'll get what's available.

On the other hand if they're building a wall and run out of granite they won't think "hey, limestone or marble is just as good" and go get some of that.

Yes there are some times when you want your walls to be specific things, but quite often it doesn't matter. In fact, especially towards the beginning, having walls/floors made out of different things would add to the "just threw this colony together" feel.

Is there any way of giving buildings a "use stuff from this list but I don't care what stuff" list, like you can with bills at workbenches?
#36
Muffalo wool.

I think it was to do with there being a Cold Snap on. Since then I haven't send out caravans during cold snaps and haven't had the issues. Still, it felt a bit overwhelming because they should all have been well within their comfortable temperature range. Oh well.
#37
Mods / Manure: what's the reason it can't be done?
February 04, 2019, 02:29:33 PM
There are lots of soil and fertiliser mods that use various means to fertilise soil, but it seems as if the one thing that would make most sense - all the crap from your muffalos and elephants - isn't possible.

Has anyone ever looked into what might be required to make animals drop manure or dung rather than just "filth"? Maybe hijack the egg system somehow? Idk, I am sure that if it were doable it would have been done already, it's just nigglingly annoying that we can't have manure in the game.
#38
Has anyone else encountered this? I sent some pawns out on a caravan mission and they immediately got soaking wet, came down with hypothermia and frostbite. They were all wrapped up warm and their minimum safe temperature was well below what it was.

Is this behaviour that anyone has noticed in vanilla or should I start unloading mods to see where the bug is?
#39
Ideas / Re: We need Poop
January 22, 2019, 05:51:07 AM
Manure and fertiliser is one of my A+ requests of all time for the game...
#40
It would be good in general if there were more "set and forget" sources of food. When you're dealing with large numbers of people you never make individual meals one at a time, you make huge pots and often slow cook, slow roast, or do something else that doesn't need constant intervention.
#41
Quote from: EvadableMoxie on August 05, 2018, 01:08:10 PM
Quote from: mcduff on August 05, 2018, 01:02:12 PM
Trying to work out if this is a bug or not. I have a colonist with a carcinoma and have set an operation to excise it. It says the ingredients are 6 medicine and I have 25 in stock, yet when I try to get a doctor to prioritise it, it says "need ingredients." Is there something I am missing?
Make sure the patient is set to be allowed normal medicine.
That was it. Can't work out why that guy was set to herbal medicine, though, especially because he had just got a bionic eye fitted too...
#42
Outdated / Re: [B18] Universal Fermenter (2017-11-18)
August 05, 2018, 02:47:09 PM
Does this work as is with 1.0 or should I wait for the update?
#43
Trying to work out if this is a bug or not. I have a colonist with a carcinoma and have set an operation to excise it. It says the ingredients are 6 medicine and I have 25 in stock, yet when I try to get a doctor to prioritise it, it says "need ingredients." Is there something I am missing?
#44
Quote from: EvadableMoxie on August 03, 2018, 04:02:35 PM
Quote from: mcduff on August 03, 2018, 02:33:46 PM
Storyteller: Pheobe
Difficulty: Medium
Biome/hilliness: Boreal Forest
Commitment mode: no
Playtime in last three days: 8/9 hours?

Turret accuracy/cost tradeoff seems off, or something.

The uranium slug turret is listed as having 98% accuracy which I take to mean should be missing 1 shot every 50. I just had an ibex doe manhunter event happen and watched a sniper turret ineffectively waste nearly its entire barrel-change worth of uranium peppering the ground around all the ibexes without hitting them. If the most accurate turret in the game can't hit things it kinda confirms the instincts that maybe these things aren't actually worth the investment/power drain.

98% is just the base accuracy.  It probably loses accuracy over range like everything else, and then there is cover and weather. Most things aren't accurate at long range in this game, even master snipers with full biotics rarely get above 70% at actual sniper range.

I don't think sniper turrets are very good.  The accuracy issue is only part of it.  Sniper range is the safest range to be at, so it's a range I can put pawns at and have them be pretty safe, so why do I need a turret that costs me uranium with every shot?  Because it's most effective at range, placement is tricky and even if you get a good placement you pretty much need to have other turrets or pawns in front of it, which will get friendly fired.   Short range turrets make a lot more sense because you can use them to tank while your pawns stay behind them.  You can rebuild a turret a lot more easily than a pawn, so that makes sense.  But sniper turrets are totally backwards, why would I risk pawns for a building?
Yeah, I've been trying to figure out how to use them properly but they feel like a resource sink that doesn't pay off as well tbh. I've said a few times that a minigun turret would actually feel a bit more useful and worthwhile.
#45
Storyteller: Pheobe
Difficulty: Medium
Biome/hilliness: Boreal Forest
Commitment mode: no
Playtime in last three days: 8/9 hours?

Turret accuracy/cost tradeoff seems off, or something.

The uranium slug turret is listed as having 98% accuracy which I take to mean should be missing 1 shot every 50. I just had an ibex doe manhunter event happen and watched a sniper turret ineffectively waste nearly its entire barrel-change worth of uranium peppering the ground around all the ibexes without hitting them. If the most accurate turret in the game can't hit things it kinda confirms the instincts that maybe these things aren't actually worth the investment/power drain.