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Messages - NemesisN

#31
Releases / Re: [A17] PowerSwitch (0.17.6 / 09.06.2017)
October 13, 2017, 06:03:28 PM
wedekit thank you for the screenshot it helps a lot and it should be posted on main top post as a example

Kinda shame I have to place switches all around the base looks just ugly but what can you do

Suggestion: Mabye re-code the switch so the object triggers the switch when the colonist is near the object that is connected to conduit which is connected to a switch....it would solve placing switches all around....1 switch would be able to control multiple rooms (in current state colonist needs to be near the switch and not the object for the switch to be triggered, very confusing for someone who first time uses the mod)
#32
Releases / Re: [A17] PowerSwitch (0.17.6 / 09.06.2017)
October 13, 2017, 04:20:27 PM
Quote from: Haplo on October 13, 2017, 02:20:18 PM
The range should be: Inside a room: The full room; outside: 7 cells

so the switch needs to be inside the room ?
#33
Releases / Re: [A17] PowerSwitch (0.17.6 / 09.06.2017)
October 13, 2017, 09:20:43 AM
Quote from: Haplo on October 12, 2017, 11:11:25 AM
For your problem with the lamp:
You need to add a single power conduit to the switch and connect the lamp to the line, not to the switch itself.
If you watch the connection when the switch turns off, you'll see that it automatically reconnects otherwise to the next available power conduit. So you always need a setup for the switch like this:  - - x-   Lamp

The same for the timer most likely. But it turns only on/off on the hour set. Not in between. So you may have to wait a day :)

can you post a screenshot of your switch connected to a lamp or something and connected to a power source that will trigger automatic switch ON when colonist enters the room and switch OFF when colonist leaves the room

Because here is what I figured out so far....the colonist or enemy needs to be near the switch not the object you want to be automatically turned ON in order for the switch to react. That means I need to place a switch behind every single lamp and try to connect them with conduit without them touching other conduit and that is very difficult when you have room to room (2 or more rooms next to each other) especially in prison where I wan't the power turned on in cell just when there is a prisoner in it...its hard for me to manually just keep switching on and off each cell once I get a prisoner in it.

Other thing is that you have a default set radius for the switch to active when the colonist is in that set radius and I can't configure it myself. Only what I can configure is the timer one. That means if the default radius is 100 the colonist that just walks around the park near a 100 radius from the switch will activate lights in a room where nobody is in and waste my power.
#34
Quote from: SpaceDorf on October 12, 2017, 08:52:17 AM
Quote from: NemesisN on October 12, 2017, 07:08:10 AM

Combat Extended
Combat Extended Guns


There is the Culprit.
The main Problem with your cute list might be Combat Extended.
It changes the way weapons and armors are used in the game.
Every other Weapon and Apparel Addon, that is not specially patched will create problems for you.

If this list is your load order, you should put HugsLib right on top.
Install ModSwitch and Mod-E for the case that shit happens.

I left the Mods standing that introduce Weapons and Armor and might be affected by CE.
I did not distinguish between mods that I know to have a patch and those I don't,
because you might have installed the wrong version.

Quote from: NemesisN on October 12, 2017, 07:08:10 AM
Faction - Umbra Company
Mechanoids Extraordinare
Red Army
Remote Explosives
USCM - Core
USCM - Faction Colonial Marines
Vanilla Friendly Weapons Expansion
Wehrmacht

Yeah my first thought was Combat Extended causes the problems with MVT just did not wanted to be truth because I like the both equally but the ammo system is apparently effecting MVT turrets

HugLibs is my #1 position in Mod order that list was just all mods in no order
#35
Help / Re: Issue with More Vanilla Turrets
October 12, 2017, 07:59:18 AM
Quote from: CannibarRechter on October 11, 2017, 09:03:07 PM
Does the Vulcan work with only MVT installed?

yes

but I have 70 mods installed and idk which one conflicts with MVT, I read all the mods info before putting them together they should be compatible but apparently something is not

mods:

A Dog Said
Additional Joy Object
Allow Tool
Avoid Friendly Fire
Better MiniMap
Blueprints
Camera+
Centralized Climate Control
Clutter Furniture
Clutter Structure
Clutter Structure - Door Stuff
Clutter Structure - Windows
Colony Manager
Combat Extended
Combat Extended Guns
Conduit Deconstruct
Crafting Hysteresis
Defensive Positions
DESurgeries
Don't Shave your head
EdB Prepare Carefully
Faction - Umbra Company
Fashion RIMsta
Fence and Floors
Flags
Fluffy Breakdowns
FollowMe
Hand me that brick
Hospitality
HugsLibs
I can Fix it
Idle Fix
Locks
Manhaunter Fix
Marvs Combat Readiness Check
Marvs Ugh You Got Me
Mechanoids Extraordinare
Mending
MF
more factions
More Vanilla Turrets
More Reasonable Prison Break
No Random Construction Quarry
Path Avoid
Power switch
Prisoner Labor
Prisoner Outfit
Psychology
Quarry
Red Army
Remote Explosives
Replace Walls
Research Pal
RF - Basic Bridges
RF - Fishing
RimFridge
Animal Logic
Carbon
Logistics
Mineral Scaner Power
My Little Planet
Runtime GC
Advanced Powergenerator
SD Bridges
Simple Sidearms
Spoons Hair Mod
Stack Merger
Stack XXL
Step Away
Therapy
Trading Spot
USCM - Core
USCM - Faction Colonial Marines
Vanilla Friendly Weapons Expansion
Wehrmacht
Windows
Zen Garden
#36
Quote from: SpaceDorf on October 12, 2017, 03:21:08 AM
System.InvalidCastException: Cannot cast from source type to destination type.

Means there is some Variable the Code cannot apply correctly.

It would help though, if you also added your modlist, because personally I have never experienced this problem with the Vanilla Turrets.

My guess would be either another Turret mod or CE.

70 mods

A Dog Said
Additional Joy Object
Allow Tool
Avoid Friendly Fire
Better MiniMap
Blueprints
Camera+
Centralized Climate Control
Clutter Furniture
Clutter Structure
Clutter Structure - Door Stuff
Clutter Structure - Windows
Colony Manager
Combat Extended
Combat Extended Guns
Conduit Deconstruct
Crafting Hysteresis
Defensive Positions
DESurgeries
Don't Shave your head
EdB Prepare Carefully
Faction - Umbra Company
Fashion RIMsta
Fence and Floors
Flags
Fluffy Breakdowns
FollowMe
Hand me that brick
Hospitality
HugsLibs
I can Fix it
Idle Fix
Locks
Manhaunter Fix
Marvs Combat Readiness Check
Marvs Ugh You Got Me
Mechanoids Extraordinare
Mending
MF
more factions
More Vanilla Turrets
More Reasonable Prison Break
No Random Construction Quarry
Path Avoid
Power switch
Prisoner Labor
Prisoner Outfit
Psychology
Quarry
Red Army
Remote Explosives
Replace Walls
Research Pal
RF - Basic Bridges
RF - Fishing
RimFridge
Animal Logic
Carbon
Logistics
Mineral Scaner Power
My Little Planet
Runtime GC
Advanced Powergenerator
SD Bridges
Simple Sidearms
Spoons Hair Mod
Stack Merger
Stack XXL
Step Away
Therapy
Trading Spot
USCM - Core
USCM - Faction Colonial Marines
Vanilla Friendly Weapons Expansion
Wehrmacht
Windows
Zen Garden




I know its a lot but majority is just small changes that should be compatible with everything really
#37
Releases / Re: [A17] Path Avoid
October 11, 2017, 09:13:19 PM
can you explain normal, dislike, hate, strong

and set values in options for them what do they do actually
#38
Releases / Re: [A17] PowerSwitch (0.17.6 / 09.06.2017)
October 11, 2017, 05:16:16 PM
There is literally no explanation how this works

So I place my power switch and connect it with conduct circuit to a lamp, I select auto detection switch when someone walks in, but the light does not turn off it stays turned on, so I go ahead and turn off the lamp manually and then my colonist walks in and the lamp does not turn on. So wtf am I suppose to do ?

The timer switch I select the timer option but that is it nothing happens during the default time set and I can't set the timer to time I want there is no option but clicking and selecting different types of automatic switch and nothing literally happens
#39
can you help me figure out what mod conflict I am having here ?

https://gist.github.com/anonymous/e7415fa52a5ea8ed4470dce92085cf8e
#40
Help / Issue with More Vanilla Turrets
October 11, 2017, 01:44:04 PM
I am running 70 mods lol and I keep getting this error my Volcanic turrets won't shoot

https://gist.github.com/anonymous/e7415fa52a5ea8ed4470dce92085cf8e

I don't know what is causing the problems probably a mod conflict but I don't know which one I have 70 of them

I have combat extended mod maybe that one or something else ?
#41
I don't get how Solar heater works ?

I place it outside on the sun it does not produce heat for my water tank, I place it inside and cool the room to -35 Celsius and still does not produce heat for my water tank

It said in info tab that it needs to be under -35 Celsius so what am I doing wrong ?
#42
Releases / Re: [A17] SimpleSidearms
May 27, 2017, 08:17:48 AM
Quote from: Cabdono on May 26, 2017, 11:18:32 PM
Quote from: NemesisN on May 26, 2017, 10:30:31 AM
I noticed a problem (don't know if I screwed something in options or just mod issue) (alpha 17)

When my colony gets back from caravan Raid (attacking other colony) they place back in stockpile everything they raided + the side arms equipped they had from the start and I need to equip sidearms again which is annoying

Not just raiding, whenever you return from a caravan they unload everything as usual, but that also includes the sidearms.
Other than that, this mod is pretty amazing  :)

it is but what about the other problem I mentioned when they switch to secondary melee to do melee combat, after the combat they don't switch back to primary so when I get attacked again my colonist bring a knife to a gun fight unless I notice in time and switch manually
#43
Releases / Re: [A17] SimpleSidearms
May 26, 2017, 10:30:31 AM
I noticed a problem (don't know if I screwed something in options or just mod issue) (alpha 17)

When my colony gets back from caravan Raid (attacking other colony) they place back in stockpile everything they raided + the side arms equipped they had from the start and I need to equip sidearms again which is annoying

Also I noticed when my colony member switches to knife for melee combat he does not switch back to primary weapon (rifle) he had before once melee combat is over so I need to manually click and switch and if I don't notice this then my colony member brings a knife to a gun fight
#44
Ideas / This needs to added in the future updates
May 07, 2017, 05:53:17 PM
It won't effect the game being an optional choice but it will bring lot of creativity to the game.

Prepare Carefully needs to be in the vanilla game in combination with Backstories mod that allows you to customize your own backstories

Combine this with Scenario Editor and imagine what great Scenarios we could have in the Steam Workshop

Current Scenario system is limited, we should be able to customize more including what type of characters we would like to start with

I see this as a large benefit to the game
#45
Quote from: sidfu on January 15, 2017, 04:23:08 PM
Quote from: NemesisN on January 15, 2017, 04:19:11 PM
what do I do with other folders that are outside mods folder ?

Research tree, temp, language folders, HighRes, .gitignore, ect.

where do they go ?

not needed they just extra.

@anyone if u haveing issues loading look in your save file and if u had built or started building the quarry delte it out of the save should allow loading.


how do I add those extra things tho ? where do I put them to work ?