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Messages - Nanao-kun

#136
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 19, 2015, 08:20:53 PM
Is it possible to reduce the volume of the minigun turret? It's extremely loud compared to the other turrets.
#137
Outdated / Re: [A12d] Colony Manager V2
December 10, 2015, 05:04:47 PM
Quote from: Fluffy (l2032) on December 10, 2015, 04:51:27 PM
Those would be the genders, and should have no influence.

First off, the entire manager system only works if you have a manager's desk built, (under production, and for some reason medical in ModVarietyPack), and a pawn with the managing skill actually does the job. You can check if the job has recently been checked by a manager pawn by looking at the timestamp on the job - it lists the time since a pawn looked at it. If it's over 3 hours, a pawn should normally do the job again, assign new targets, etc. If nothing happens - something is wrong, either you have too many jobs, no table, no worker, or your workers are occupied doing other things.

Second, the actual job only gets triggered when the amount of meat in your stockpiles and in fresh corpses is lower than the threshold. If you have no meat, but the job is still inactive (will show an icon on the job), either increase the threshold, or make sure corpses are being hauled and butchered correctly.

Finally, the manager tries to be semi-smart about what to hunt; it takes expected meat amount from butchery (can never be sure because it's affected by pawn skill) and divides that by the distance from the manager table to the target * 2, giving a crude indicator of cost/benefit. It then designates animals with the highest ratio, often passing over small critters close by to hunt bigger game further away, of course within the other boundaries set in the job (target species, hunting area).
I set it to just Deers actually, but yeah, it started working not too long after I posted.
#138
Outdated / Re: [A12d] Colony Manager V2
December 10, 2015, 04:43:23 PM
I'm not quite sure how hunting management is supposed to work. There's a herd of deer right next to my colony, but nobody's bothering to do anything after I set up the hunting bill. Is it because they're separated into "Bucks" and "Ewe"?

EDIT: Nevermind, it started working.
#139
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
November 05, 2015, 11:04:40 PM
For version 1.1, the Turret Collection is included, but has no spot on the modconfig. Is it not supposed to be used? Also, are the CCL Vanilla Tweaks unnecessary?
#140
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
November 05, 2015, 05:33:34 PM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on November 01, 2015, 05:41:04 PM
Quote from: Wild Card on November 01, 2015, 05:13:35 PM
Hello mr Gent
Just curious , are you planning on adding Shizny`s mods to the pack, like Aparello, and the faction packs ?
Project Armory and Apparelo is no. They cuase too much lag when spawning pawns.
Oooh, so that's why raids always froze the game for a few seconds in UOP.
#141
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 04, 2015, 01:20:09 PM
Quote from: TheGentlmen (GENT) on October 04, 2015, 01:23:58 AM
Sheesh you people... why do you keep pointing out the things I do wrong...
But if we don't, you'll become complacent and stop improving! :P
#142
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 04, 2015, 01:06:42 AM
Is anyone else missing the alternate mine options (vein and such)? Perhaps they simply aren't in the pack?

The Chop Wood image when selecting a tree is also missing.
#143
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 03, 2015, 10:02:44 PM
I'm using the file from the third post in the thread, but it seems a number of things are missing textures, such as bars and copper ore. Should I simply wait for the new version instead?