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Messages - LittleGreenStone

#31
Quote from: Zeta Omega on January 30, 2016, 07:07:54 PM
Now don't call me crazy...But I don't trust that Russian language

But I'll call you crazy anyway.
You can change language at the bottom of the page, to English for example, if that appeals to you more...
#32
General Discussion / Re: Milk her? I hardly know her!
January 30, 2016, 03:46:07 PM
Quote from: Adamiks on January 30, 2016, 10:21:02 AM
That's exaclty what i'm saying.

Yeah I totally knew that.
I was just testing you.
Because...
...of reasons.
#33
General Discussion / Re: Milk her? I hardly know her!
January 29, 2016, 10:51:43 AM
structures,
Quote from: Adamiks on January 29, 2016, 09:41:18 AM
Quote from: StorymasterQ on January 28, 2016, 07:34:14 PM
I thought men do have milk glands, only undeveloped?

As you may know, the female body is the actual blueprint of our species. We men copy from that, change some things and remove the unnecessaries.

...Right?

Nope, both female and male bodies aren't "blueprints" of our species. Real blueprint would be a human without boobs and vagina or penis (and balls...). After all, how you can "make" penis from vagina? Well... You can't, really, so i think "you're female at first!" thing is spread by feminists :D

Riiight. I totally understood that.

.
.
.
...I lied, I have no idea what you're talking about.
Copying genders and making penises out of vaginas?!
I want to smoke what you do.

Anyway...
Females have XX chromosomes, males have XY,
the females', unfertilized "egg cells" carries an X, while the sperm either carries an X or an Y chromosome, which, upon fertilization, will result in the forming zygote (earliest stage of the embryo) to have XX or XY chromosomes, determining its gender in the long run.
Still, during the earliest stages in embryonic development, both sexes possess equivalent internal structures, so it's not like "everyone was a women once!"

...But I'm just a mossy stone, what the hell do I know, right?
#34
Quote from: Kaballah on January 28, 2016, 10:48:14 PM
FYI, Rikiki's custom plants just require a roof of any kind overhead, even constructed roof will do, it doesn't have to be overhead mountain.

That's odd, I remember trying that, and I remember the plants being stuck at 5% for days.

I'll check it again, don't want to spread false information.
#35
General Discussion / Re: Milk her? I hardly know her!
January 28, 2016, 08:57:58 AM
Quote from: A Friend on January 28, 2016, 08:49:09 AM
So you can milk dudes?

...

( ͡° ͜ʖ ͡°)
#36
Quote from: Shurp on January 27, 2016, 07:23:12 AM
"Colony manager" and the like is why I don't play Dwarf Fortress.  If you need to improve the user interface it means the programmer isn't doing his job. 


Sorry, but that was one hell of an ignorant comment, for a multitude of reasons.
#37
Quote from: Rikiki on January 26, 2016, 05:36:25 PM

For the fungiponics, I force it to be built on rough stone.
...
I need to think about it but don't expect too much.  :P

Hm, so it's intentional then? Interesting.
Well, you know.
It's not that problematic, although in my opinion, having to have "overhead mountain" above for them to grow is enough of a restriction.

Shrooms have positive beauty, and now that I know of it, it's only an inconvenience when I forget about it and accidentally build floors underneath them, essentially halting shroom production.

Side note: Fertility doesn't affect shroom growth rate. Might be a good thing though, they grow relatively fast anyway, any faster and it'd be OP.
#38
Quote from: Shurp on January 22, 2016, 07:35:50 AM
I'm sure someone knows the answer to this: what's the best way on an early colony to prevent the nuisance of trees growing in front of my wind generators?  I don't want to waste a lot of material putting a floor outside.  But I'm also in a boreal forest so I don't want to waste colonist time growing crops that are just going to freeze...

If I do go with the farm route, are there any crops that are cold resistant which will survive winter and resume growth next spring? (May - Aug growing season... I'm in Jul now)

I'll go with something nobody mentioned yet:
Colony Manager
https://ludeon.com/forums/index.php?topic=16888.0
A mod that helps managing your colony.

It has a very simple option called "clear wind turbine cells" you can enable.
It's not going to magically remove obstacles or prevent them from popping up, it merely order your pawns to chop down trees in the way.

It'll take some of the time of your colonist(s), but it'll be much less than growing something else there.
#39
Quote from: Haplo on January 26, 2016, 03:11:06 AM
Just FYI: You CAN set an restriction area for the bots. just not in the area overview, as the bots aren't in the pawns list, but in the bot view itself. just click on their area and you can set it to a new restriction area.

The wandering is just a problem of my laziness. Because I didn't want to write an own wander Job that would be more realistical, I've added the colonist wander routine to them. This is something on my to-do-when-I-have-free-time-list :)

Oooooh...  :-[
I would've sworn that those were but indicators.
One less inconvenience, thanks for the tip!
#40
Quote from: Kaballah on January 25, 2016, 06:52:45 PM

I'm certain this is intended, if you're going to get the benefit of sterile tile (e.g.) for walk speed and cleanliness then it shouldn't also have a bunch of fungus growing out of it.

No, you misunderstood me.

I'm not expecting fungi to grow on sterile tiles of course,
I'm expecting fungi to grow in hydroponics (or fungiponics) with sterile tiles beneath it.
#41
Quote from: Vas on January 25, 2016, 11:41:54 PM
5th (cleaning bot) ;  I did have all of the areas marked as home zones.  I don't know why the cleaning bot wasn't cleaning properly, and sometimes would just wander around not looking for areas to clean.  I think it would wander to a far place very slowly, then clean that area after it got there, then wander again.  You might consider changing it so that it can only wander roughly 5 cells away so that it doesn't end up going to the other side of my base wanting to wander over there.  I suspect though that that'll make it stop cleaning the entire base.  I don't know why it wanders to begin with when there's still work to do, it's a robot!  It can't want a break!

I'm not sure how easy it'd be to implement, or how much Haplo fancies working on it,
but two things would be great for the bots, the little ones I mean.

First, the ability to manually set an area like that of the recipes. That way we could keep the cleanerbots in specific areas if needed, like the front door where the most dirt accumulates in my games, or around the butcher table.
They seem to behave exactly like colonists, (with free time to wander around?...), but unlike colonists, these droids are slow asF, and cannot be restricted to certain zones.
They're small floor cruisers so I don't mind them being slow...unless they want to go to the other side of the map to clean something, which often results in the bot essentially cleaning nothing at all.
[Side note: Now that I think about it, I've seen a "no cleaning" mod by...someone, I'll try that and report back.]
About the haulers; they do not have this problem. They're fast enough to reach any part of the map, and even if they "wander" due to the lack of haulables, they do it much faster than cleanerbots, and so they can start working again sooner.
But I'd like to be able to restrict them too.
Not because they waste energy trying to haul something from the other side of the map, but because doing so might just gets them killed.

Second, the wandering is really not needed IMO.
As for now, I manually disable the haulers (mostly because I have 11 of them, as opposed to 3 cleaners ;)), because they all "gather around" tables.
One or two isn't a problem, but they do add to the "crowded" debuff with their presence,
also they often leave their work because they need recharging.

If, with the lack of things to clean/haul, they could just go back recharging, well that'd be great. ;D
#42
Help / Auto-shoot burning enemies?
January 25, 2016, 02:43:52 PM

Enemies come, and drafted colonists and turrets start shooting.
Burning enemies come, and neither drafted colonists, nor turrets start shooting.

So far it wasn't (much) of a problem, but with Zombie Apocalypse, it is a major pain, as zombies don't really care if they're burning, they'll just attack anyway.

I'd like to know if it's possible to disable it, and if it is, how?

Side note; Centipedes don't really seem to have a problem with MY colonists burning. One with an inferno setting s**t on fire, another with a minigun shredding my burning colonists.

My colonists need Your help!
#43
Quote from: Vas on January 24, 2016, 01:57:06 PM
Quote from: Ectoplasm on January 24, 2016, 11:01:39 AMRikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.

Scanning for ore is easy though.  Hell, you can see all ore in the game if you just click turn off fog in the cheat menu (developer options) which turns off the fog on top of mountains.  I don't know if this reveals hollow spots in the mountain though, but it should theoretically do so.  I've never used it but once when trying to verify something was working in one of my mods.

It does. It reveals everything, although it does not give extra information just by hovering the mouse over, for it's still "undiscovered".
It also shows whether there's thin, or thick roof over rock blocks; darker blocks of the same kind have thick, while lighter ones have thin roof.

I too played around with it when I was trying to get a mapgen work.
#44
Quote from: Vas on January 25, 2016, 01:08:11 AM
I like the cave world looks, I just don't want to rewrite my hydroponics mod for compatibility and such so I'll skip it for now.  :P

Not sure what you're talking about, although I had to make a small change (the sowtag of shrooms), I am able to grow them in your hydroponics, seemingly without issues.
I couldn't find anything regarding the growth speed of shrooms (other plants clearly state how fast they're going) so I do not know if fertility actually affects their growing speed or not, I'll have to test that.

Side note;
Do you know how freakin' cool it is to have your base lit up by shrooms?
Very cool.

-------------------------------------
Edit:
My mistake, I think I know your issue.

Rikiki, you may (or may not?) wish to make a change; growing shrooms works great (in your shroom farm, or anywhere else given the change mentioned above), but as soon as the floor tiles under it are changed, shrooms cease to grow.
Either rough stone, or no shrooms.  :-\
#45
Quote from: Rikiki on January 24, 2016, 03:02:25 PM
Hi LittleGreenStone!
Thanks for your feedback.
1) There is effectively a mistake in the last release version. The GetProduction function should use breedQuantity instead of catchQuantity.
2) I cannot make this job's duration variable as it is not a recipe. However, you can modify the hardcoded value "fishingDuration" (currently set to 600) in the JobDriver_FishAtFishingPier.MakeNewToils function.
3) Wouhou! That's great news. You found the XML step I missed while I was looking deep into the core source code! ;D

It is soon time for an update I think! :)

Eh, I think I'll just skip the hardcoded part, I haven't the slightest idea how to open the .dll files to begin with. :-[
Not really a problem though, since you said there's a mistake and you'll update it in the future (is it going to be for A12 still, or for A13?).
With breedQuantity in the game, I'll be easily able to reduce the amount caught from piers, as well as the yield/fish without reducing the amount fish farms produce (my current obstacle), to balance it according to my taste.
Also, I think I've run into lines about manipulation/sight/consciousness affecting something,
it'll be good.  ;D