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Messages - hoochy

#31
Quote from: BlackflagNarwhal on May 07, 2016, 07:05:12 PM
Is there a core mod for this? That plant growth 24/7 wont work or somethin. :/

Jaxxa will have to change the way he does the mod if he wants any other plant based mod to work correctly with his. If you remove all other plant based mods it should work though.

Basically the best way seems to be to hook the relevant function(s) and then he won't need to modify any XML or anything like that, and provided his mod is loaded before other plant based ones most other mods should work with it unless they are also hooking the same functions.
#32
@Jaxxa can't you just hook (detours) the functions you want to modify in the base game therefore removing the need to have to modify any XML?
#33
Another bug found. The quantum warehouse said it was connected to over 8350 quantum stockpiles when I only have 88 in that stockpile. I tried to deactive the warehouse and the game got incredibly slow, I restarted the game completely and it seems to have fixed it once I deactivated and reactivated. The whole game is running so much smoother now it is crazy, must be some bug in the quantum stuff lagging the game.

I just noticed the source is in the folder so I may look into a couple of these bugs myself.
#34
Quote from: Hermit on April 28, 2016, 02:02:29 PM
I'd love a way to restrict the robots to an area. Would it be possible to have them show up in the list along with pawns / animals?

You can use areas in the base game to restrict them.

With one of the interface mods (not sure if available for alpha 13) you could also create squads to easily switch between certain colonists.
#35
Ok it happened again, took a screenshot this time. It must be happening quite regularly, this time with steel.

#36
Small bug report, this is the second time it has happened.

Nearly randomly it seems, I will get an incorrect count of a certain item in a stockpile that has quantum warehouse. In the last case it thought I had 20000 meals, when I only had 110. I have a relay feeding it meals as they are made, so it could be connected to that.

I hovered over a couple of cells in the stockpile and there are all these "Ghost" simple meals x 10, in them. Even though when clicking through the tile they are not there, but the "Tooltip" shows them existing there. The main reason I notice this is because the stockpiles stopped working like they were full, but some were empty so obviously they weren't full. It seems sometimes items get stuck when it is shuffling them around or something, not sure. A save, and reload fixes it by removing the ghost items.

#37
I'm getting events, but I'm only using misc, robots and MAI. I'm getting no "robot trader" events though, in another mod I used to get them and they mostly dealt with robotic type stuff. Not sure if default robots mod has them or not. A couple exotic traders had some cleaner bots but I've basically never seen them except one time in about 6 hours of game play.
#38
Outdated / Re: [A13] Simple trade fix mod: Trade-12
April 28, 2016, 12:24:17 AM
You may also be interested in the ED subspace transponder mod. It allows you to build a building which takes time to "power up" that can then call an orbital ship in. This mod is a good simple idea too so nice work! But I like the ability to call them in too.
#39
Quote from: Canute on April 27, 2016, 03:39:07 PM
I didn't played A13, but at A12 you can place relays next to each other without any space.
And you don't need and "sender" relay.
Build a workbench, build 2-3 relays behind the place the pawn would stay so he can grab the stuff he need.
And assign a stockpile between the workbench and the relays with the same stats like the main stockpile.
The pawn drop the produced items at the stockpile next to him, and the relays teleport the items back to the stockpile.

Well you do need more than one relay when they are different stockpiles. I usually have a "cold storage" and a "normal storage". But making one giant cooled stockpile seems to be the best approach anyhow, at least that's what I have done in my current map.

I made a nuclear power mod that uses fuel like uranium that is powering the whole thing.

#40
Quote from: Jaxxa on April 26, 2016, 10:13:05 PMI will think about changing the balancing for it. Although Gell does have the advantage of not having to wait for ships to sell to / buy from.

Yes but trading is broken anyhow without things like your subspace transponder. The randomness of trading in the base game is just too unrealistic. The bigger a colony gets the more traders would come because you are making them more and more money, so they would visit you more. Not to mention the base game inability to actively conduct trade yourself "just wait for it" is a bit unrealistic. :)

I also realized the amount harvested is only 2 by default, I moved it to 8 like potatoes with the same grow time, and then balanced prices pretty much like my post said. It made it a lot more enjoyable, and still quite limiting for a big base. The way I see it, whatever potatoes can do omnigel should be able to do, otherwise it makes no financial sense to use it. When trading can be done better with your subspace mod (I have 5 of your buildings to quickly trade when needed) you would only make potatoes otherwise.
#41
Another cool idea, what I find myself doing is putting quantum relays next to production buildings to speed up the process of making things. So the pawn doesn't even have to move, he just grabs the item next to him and uses it. Speeds up production drastically for some items where the movement is the biggest factor.

So instead of having the relay work like it does now, if it could make any item in the "Room" work like a quantum relay too it would be nice. That way I wouldn't need to place two quantum relays next to each other , one to give the goods, and one to take them away. I could just place the building in a stockpile and the pawn should drop it in the stockpile. I'd still need to place a quantum relay next to him, but that is ok.

The current way where the "quantum stockpile" building has to be one square away from the thing it "Grabs" is kinda the limitation here. Having a way to put a building in any stockpile and have it act on that stockpiles behalf regardless of distance from item, or a reasonable distance, would be a nice option.

Also is it a bug where the quantum warehouse cycles through items in the stockpile continously, even when no new items are being added to it? Like it is trying to sort items but never actually finishes, or gets stuck in an endless loop.
#42
Quote from: Haplo on April 27, 2016, 11:22:53 AM
If you have plasteel in it, (it works like a hopper) then there is a 30-50% chance (don't know the numbers right now) for missing limbs like these to regenerate.


Edit: I've added a patch for Misc. MapGenerator AND Crash Landing for those who are interested.

Funny thing is I think I've seen it work in alpha 12 in one of the modpacks, at least the plasteel count went down like it was working. Maybe I was just unlucky recently. So the nanorepair thing, next to a recharge station with plasteel in it, will fix the robot with a 30-50% chance? It doesn't have to be medical bed?
#43
Quote from: Haplo on April 27, 2016, 07:31:53 AM
Quote from: hoochy on April 27, 2016, 05:30:12 AM
Do the nanorepair things ever do anything? I have robots that have "issues" but they never seem to get repaired though the repair box is next to their bed. If I click them to go to a hospital bed it says "not injured" when clearly they have "issues".
Can you tell me what issues they have? The nanorepair should activate the chance to repair lost limbs.
Normal issues like wounds should be repaired by MAI herself.
If something here isn't working that would be a bug..

Material Analyser *destroyed*

Another one had battery destroyed I think. Should these be repairable? How does the nanothing work exactly? I assumed you just placed it next to a bed and it automatically repaired them whilst sleeping.
#44
Quote from: Ratys on April 27, 2016, 06:22:25 AM
Quote from: dj84722 on April 27, 2016, 04:11:32 AM
Quote from: roy2x on April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
yes they will transfer items from a stockpile adjacent the relay
you will have to make sure this adjacent stockpile is set to accept the same items as the connected stockpile and that the priority is the same on both ends

Partially correct. Adjacent stockpile doesn't have to accept all items the warehouse can, only those you want to send from that relay, and it's priority needs to be equal or lower to that of the warehouse.

Quote from: hoochy on April 27, 2016, 05:38:33 AM
Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.

This would require coding special AI routines, and solving the stored-items-not-showing-up-in-sidebar-counts problem, which to my knowledge is the bane of all storage mods that attempt what you describe. My solution, the one the mod's built upon, is more or less an 'elegant hack'.

A compromise is possible, however: a while ago an idea resurfaced to have items combined into stacks higher than their normal limits, rather than just have several stacks in a single space. I dismissed it, because I did try it and found that pawns would just grab the entire stack of however many items are in it, and now it seems that a carry capacity check was implemented in the base game, solving the issue. I'll run some tests, if it's stable then I'll rewrite the defragmentation algorithms to make those mega-stacks.

That would be great because the performance penalty for having "10000 steel" shouldn't be there I feel. The base game needs a rewrite to make these things faster in general but in the mean time we will have to perform these hacks to get it playable. :)

The "deep storage" mod, which is for alpha 12, seemed to be similar to what you described. The quantum storage elements themselves would move the whole stack like it was one, but the pawns were fine with it. It helped a lot with performance having a "deep storage" element with a smaller quantum storage amount that the pawns could quickly grab. The problem with only having a single stack is only a single pawn can access it, which if a pawn across the map decided to go to your deep storage, it would stop any other pawn in the mean time using it! Which sucks. The deep storage mod had this problem, my fix was to mix it with quantum storage  so there were X stacks available, and deep storage was lower priority.

But mixing in the deep storage with your mod makes perfect sense since you already do a good job with it and maybe you can fix that problem the "Deep storage" mod had with only a single pawn able to access it at once. The main reason we need a deep storage is for the performance issues, but its also nice having some element on the map you can look at which shows you your "Steel amount" or "Silver" amount as well.
#45
Is it possible to add some sort of "Deep storage" to the quantum storage stuff? Placing something like the 'quantum' storage box but it only takes one item and then removes all the "stacks" that would exist otherwise. The reason I ask is it seems the more "Stacks" of items the game has to process, the laggier the game gets. By reducing the "stacks" into a single storage device I think it may help performance. So not actually "Hiding" stacks, but removing them and adding that stack to the "quantum deep storage" number. When someone wants a stack it goes to the building and pulls out a stack. So you create a stack to give to the pawn and decrease the number shown for that item in the building itself.

* You create the quantum deep storage building. Select the item you want it to deep store, for this example we shall do steel. The building shows the icon of the steel resource, and the number 0, to show it has no steel.
* A pawn delivers a stack of 75 steel to the building.
* The building then shows the number 75. So we know we have 75 steel in it.
* When a pawn wants steel, it will find the building like it would any storage area, go to it and then pull out the steel it wants, the number the building shows will decrease.