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Messages - Abrexus

#106
Quote from: PineyCreek on April 16, 2015, 05:39:52 PM
Can't wait for A10 update. That's always the worst part when Tynan gives us a new alpha, the game just feels so bare because I'm so used to playing with the mods.

You won't have to wait much longer!  The update is coming along very nicely, and I should have it available much sooner than expected.  It's in testing now.
#107
Thank you everyone for the kind words!  The update to alpha 10 is coming along very nicely, and I hope to have it posted before long.  I can't say exactly when just yet, but I am hoping to have it done before the beginning of next week.  If all goes well, it could be up much quicker than that.

I did get the C# code updated, I'm now just going through the XML files and making any necessary changes.  I'm also making a few minor tweaks and fixes based on feedback I've received from various Twitch streamers I've been watching (and also from personal feedback from my play-throughs).
#108

I just want to give everyone an update to where I was the last week.  I took my best friend of 15 years, Cody to peaceful pet passage on Saturday. He has had bad arthritis in his hips for a few years now, but the last week he could barely move and stopped eating. I could just see in his eyes he was in severe pain, and I couldn't stand to see him that way any more.

They couldn't have been kinder. It's a beautiful place, and they have a living room area setup where you can be with your pet in a homey environment (if home euthanasia is not a good option). When they gave him the shot to make him sleepy, it also has pain meds in it. About 2 minutes after the shot he let out this big sigh, and all the tension in his muscles disappeared. I hadn't seen him so relaxed in a long time. Every night when we went to bed, he would let out a sigh after laying down next to me, and he hasn't done that in a long time.

I knew at that moment I made the right decision. It was very hard, but to see him so pain free at the end was a true gift from God.  I will be updating the mod for sure for Alpha 10 if it comes out before the weekend.  If not, then I shall have a final Alpha 9 tweak version out in preparation for alpha 10.
#109
Quote from: cheetah2003 on April 06, 2015, 11:34:40 PM
So Abrexus.. I've noticed one mildly annoying thing going on with your mod since the beginning.

I has to do with the way <recipeMaker> is behaving within ThingDefs.  Basically what I'm seeing, is when recipes are generated in this manner, directly inside the definition of things, when you go to the crafting station and add the bill, the right side of the window, it shows things like:

10 Ingredients
60 Ingredients

While the filtering in the center is accurate to which ingredients needed, the actual readout on the right is ambiguous.  It's probably a flaw of some kind in the game's engine I guess.

However, I've worked out a work around to get the right side to properly read out like thus:

10 Plasteel bars
60 Steel bars

Basically, instead of shoving recipes into the thingdefs with <recipeMaker>, make a seperate recipe.xml and do the definitions in here in the format it desires.  You can bind the recipes to a specific crafting station here, I've found, which is nice, cuz this gives us a way to add recipes to existing crafting stations without redefining the crafting station's recipe list.  I can give you some of the mods to your files I've been working on to redo all the recipe definitions in this manner, if you want 'em.

Good catch.  I didn't realize recipemaker was doing this, and yes it must be in the way it reads it.  I'll go ahead and make the change when I update to alpha 10.  I'm pretty much done with changes at this point until the next alpha comes out (which I believe is going to be very soon.)
#110
Quote from: cheetah2003 on April 07, 2015, 12:31:58 AM
Quote from: Abrexus on April 07, 2015, 12:16:10 AM
You have to write a .dll file to unlock the recipes on research
Know of any examples of this?

something like this would be the code

        public static void AddRecipeGrill()
        {
            DefDatabase<ThingDef>.GetNamed("TableGrill").recipes.Add(DefDatabase<RecipeDef>.GetNamed("GroundBeef"));
        }

then you would make a call to it in the ResearchProjects.xml file.  That's how I also unlock crops  through research.
#111
Quote from: cheetah2003 on April 06, 2015, 11:34:40 PM
So Abrexus.. I've noticed one mildly annoying thing going on with your mod since the beginning.

I has to do with the way <recipeMaker> is behaving within ThingDefs.  Basically what I'm seeing, is when recipes are generated in this manner, directly inside the definition of things, when you go to the crafting station and add the bill, the right side of the window, it shows things like:

10 Ingredients
60 Ingredients

While the filtering in the center is accurate to which ingredients needed, the actual readout on the right is ambiguous.  It's probably a flaw of some kind in the game's engine I guess.

However, I've worked out a work around to get the right side to properly read out like thus:

10 Plasteel bars
60 Steel bars

Basically, instead of shoving recipes into the thingdefs with <recipeMaker>, make a seperate recipe.xml and do the definitions in here in the format it desires.  You can bind the recipes to a specific crafting station here, I've found, which is nice, cuz this gives us a way to add recipes to existing crafting stations without redefining the crafting station's recipe list.  I can give you some of the mods to your files I've been working on to redo all the recipe definitions in this manner, if you want 'em.

One thing I haven't discovered is any sort of way to restrict a recipe to a technology development which would be really nice, since this could open up the ability of a research topic to add more recipes to an existing crafting station.  If anyone here knows a way of doing that, please let me know.  I've tried <researchPrerequisites> inside recipedefs, but it just throws an error on load.

You have to write a .dll file to unlock the recipes on research
#112
Quote from: Canute on April 06, 2015, 06:43:05 PM
Didn't he wrote "made her a bionic one" ? So he got an ear, crafting isn't the problem i think.
Installing the bionic ear into the pawn is the problem.
Did you try to install the bionic ear to someone else then the one who miss an ear ?
Do you got medicin, not herbal medicin, regular medicin ?
Good questions.  I also am at a loss as to what's wrong.  I tested it twice, and I can craft and install the bionic ear on any of my colonists.  I tried it on both an existing colony and a fresh one I started from scratch.  Nothing has changed with that code in quite a while.
#113
Quote from: filippe999 on April 06, 2015, 09:32:31 AM
is it possible to remove the vannila overhaul features? i like the normal research tree but i want the training equipment

There is a standalone version of some of them other people made as Smikis mentioned.  I will see about posting a file with mine for you though.  They are the same ones I had in Superior Crafting for Alpha 6.
#114
Quote from: Telarin on April 06, 2015, 09:27:15 AM
Would it be possible to add an option somewhere to the "Extract Biomatter" job on the Organ Vat to automatically strip corpses first?

Also, my performance issue after the upgrade seems to have resolved itself after a few days of play. Can't tell you exactly what did it, but it may have been related to removing and re-designating my prison area, but that is mostly just speculation. If it recurs, I will try to isolate a solution more systematically.

Alpha 10 will be out soon I am guessing, and I'll see about adding it in that version.
#115
Quote from: Smikis on April 06, 2015, 12:33:44 PM
Seems that all prosthetics and organs have placeholder requirements, all of them require "Ingredients"  say "Ingredients 30, Ingredients 20" instead of "Plasteel bars 30, Steel bars 20"

They all look fine to me....are you looking at the Items_BodyParts.mxl file in the defs folder?

<ThingDef ParentName="BodyPartBase">
<defName>BionicEar</defName>
<label>bionic ear</label>
<description>Advanced piece of technology made not only to fully replace a natural ear, but also to give supernatural hearing.</description>
<graphicPath>Things/Item/BodyPart/MedBionic</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<statBases>
<MarketValue>1850</MarketValue>
<WorkToMake>3000</WorkToMake>
</statBases>
<costList>
<ArtificialBone>2</ArtificialBone>
<PlasteelBar>30</PlasteelBar>
<Electronics>10</Electronics>
</costList>
<recipeMaker>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>TableBionics</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<artificialBodyPartsTags>
<li>Bionic</li>
</artificialBodyPartsTags>
</ThingDef>


This is what I have in mine.
#116
Quote from: Thaldis on April 06, 2015, 10:36:38 AM
Hello, I have a little problem. I am using this mod and one of my colonists lost her left ear. I didn't really care, made her a bionic one and tried having an operation but it is not there in the list. Before that I operated on another colonist healing her Torso Scar.

There must be another mod over-writing the Races_Humanoid file if the option isn't there.  I just tested it, and it works...also was watching Tuckrain stream it on twitch, and he has a fully Bionic person.
#117
Quote from: Seeker89 on April 05, 2015, 08:47:42 PM
Hey all
I decide to make a quick fix for this mod to the Zombie one.

https://drive.google.com/file/d/0B485pubk5LKdbXJBTjdDdWJrNXc/view?usp=sharing

I'll try google's drive for the download, if you guys have a problem with it just tell me.
or.... dropbox:
https://www.dropbox.com/s/pjrpz4upbyllr3c/Zombie%20SC9%20fix.zip?dl=0
On another note, I haven't fully tested it so bug reports would be good.

This is based on Ykara's Expanded Prosthetics and Organ Engineering fixes that's on the bottom of that OP's page.

Seeker

Thanks very much!  Added and credited on main page!
#118
Quote from: Delekhan on April 05, 2015, 03:36:43 PM
They're both awesome. Prison improvements gives you new tools for managing prisons and prisoners, and best of all allows you to forcibly enslave prisoners to do your dirty work.

^^ what he said :)
#119
Quote from: Telarin on April 05, 2015, 11:41:17 AM
I upgraded to the new version and installed XPac 1 and Xpac 2 (I was not running the prison enhancements before) and am seeing a major performance decrease. I now get little half-second pauses every few seconds. I only have 5 colonists at this point, so it is not caused by too many colonists (and this game was running very smooth before I upgraded the mods this morning.

The core mod and Xpac1 are the same as the prior version before the change.  I suspect the problem must be with Xpac2.  See if you experience the same problem with that one disabled.
#120
Quote from: Smikis on April 05, 2015, 08:32:03 AM
My cotton plants are producing cloth instead of raw cotton(with latest expansion version, upgraded from previous all in one).
Hoppers need higher priority, my steam generator was fed only once at the start, now even with 2 hoppers noone is delivering wood *( yes its set to wood).

Some other suggestion for  main mod , include https://ludeon.com/forums/index.php?topic=9277.0 , small mod that could work very well with early food production if integrated to simple means, mushrooms can be used as vegetables or as extra meal

Not sure what's happening with your cotton plants.  The code hasn't changed with the split, and my plants still produce raw cotton.  What other mods are you running?  I suspect you must have a mod loading that changes the Plants_Cultivated.xml file.

Also, I'll take a look at that other mod you suggest.  I love the glowy look!