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Messages - Abrexus

#16
Quote from: prototype2001 on July 02, 2015, 02:37:08 PM
Is the current lasted version v0701 playable? I read that a lot of raiders spawn with fire extinguishers instead of weapons?

There is a fix incoming for that and it's tested and works.  It is playable however, wait a short bit for the updated fix.
#17
Quote from: josmow on July 02, 2015, 09:24:12 AM
slight problem (just frustrating) if you have your socialite (i tend to use the highest social character to trade) assigned to train on a shooting range (and possibly other training things) they go back to it when you tell them to trade. making it so they don't go to the trade console (he was my researcher, but hes done now so all he does is train until i need him to trade something)

another update, it might be a good idea to make it so that fire extinguishers are a tad more rare on raids and support events.... currently have 5 people, 1 with a shiv, the rest with varying quality fire extinguishers, attempting to assist in taking out 5 sythers.... i will update on the outcome of the battle Slaughter.

one valiently attempted to extinguish the life of one of them, the syther however had other plans and got a headshot.

also seems that the crafting bug is back. wont let me craft melee weapons on the crafting table (plasteel things anyhow, haven't tried anything else yet)

edit: anything that goes beyond a certain point requirement (steel seems to work fine) that causes a long crafting time due to material ends up being abandoned on the table, unable to be worked on.

Working on the fixes for these issues, and thank you for bringing them to my attention.  So far this is complete:

* Raiders should no longer be armed with fire extinguishers
* Colonists should now be able to resume crafting melee weapons at the craftsman's table
* Fixed bug when adding the 5th colonist to the training menu

Neither Mrofa nor I cannot reproduce the training item bug you mention.  We are also working on one other minor bug with the use of the fire extinguisher.  Once that is complete an update will be forthcoming!
#18
Outdated / Re: Can't seem to perform eye surgery
July 02, 2015, 09:21:35 AM
Quote from: artzchopshop on July 02, 2015, 02:10:43 AM
Guys, it seems that my pawn with an eye shot out can't have an operation to have a natural eye installed. My doctor pawn is a 12 on medicine and we do have herbal medicine in stock. The natural eye produced is placed on a stockpile so it is registered in the inventory. Any ideas? :(

I do have other mods installed but Crafting Overhaul is the main one, others installed are:
EdB's PrepareCarefully, ModOrder, and Interface (Alpha 11 ver)
ApparelloA11
A11Darkness
Miscellaneous w/ MAI (Both standalones)
Hospitality
Zombie Apocalypse

To my knowledge, none of these mods except the Crafting Overhaul mod alters the medical operation  bill of the pawns. So i'm stuck with a dude with a shot out eye and a vatgrown eye in stock

The problem is a conflict with the Zombie Apocalypse mod overwriting my races_humanoid.xml.  I'll post a fix for this in a short bit.
#19
Quote from: Bandus on July 01, 2015, 04:06:25 PM
Can anyone confirm if this update to Superior Crafting works with the version of the mod that was available yesterday? I want to upgrade, but don't want to make my current save game unplayable.

The existing items I updated in the game are vents, training items, and hydroponics tables.  They may need to be deconstructed, the game saved, then rebuilt after the update.  I would make a backup just to be sure.
#20
As always Skully, quite an amazing pack you have here!
#21
New update Available!  Check the first page for some new screenies....here are the additions:

* Training items are now used automatically when the pawn is idle, as well as manual use
* Added a flamethrower weapon
* Added a fire extinguisher
* Hydroponic tables can now automatically change all connected tables to grow the same plant type
* Updated all in game textures to remove unsightly ghosting
* Replaced wood plank texture with something more pleasing to the eye
* Balanced vents so temperature equalizes more evenly between connected rooms
* Decreased the cost of campfires to help balance starting in cold climates
* Decreased the cost of mulch used to fertilize soil
* Mulch now is made from kindling instead of whole logs
* Increased the amount of silver traders have available to buy your goods with
#22
Outdated / Re: [A11] Superior Crafting v0625
June 27, 2015, 05:06:45 PM
Thank you Blub01 for helping out with the questions.  Yes, you would want to deconstruct the graves to free the bodies for use in the organ vat.  I also plan on taking a look at the amount of $$$ traders bring with them.  As for crafting the AI Core, I struggled with that and in the end decided that you would have to get them as loot from the crashed ship, or purchase them from a trader.  I may rethink this however.
#23
Outdated / Re: [A11] Superior Crafting v0625
June 26, 2015, 08:22:43 AM
Quote from: blub01 on June 26, 2015, 08:04:58 AM
So, I've started a new colony with superior crafting, played for a while, and now i have the issue that i cannot find any plasteel at all. this wouldn't be an issue in vanilla rimworld, as you only need around 850 plasteel, and it is possible to buy that much, but in superior crafting, you even need it for the geothermal generator. is something just broken, do i need to quarry out the mountains, or am i supposed to do something else?

You can actually craft plasteel at the chemlab using raw devilstrand and steel ore.
#24
Outdated / Re: [A11] Superior Crafting v0625
June 26, 2015, 06:39:46 AM
Quote from: Remorium on June 26, 2015, 05:24:57 AM
What got fixed in the latest update exactly?

Just added some code to the production table XML.  You wont notice anything different in the game with this update.  I'm actually working on making the training items be automatic, so you don't have to force the colonists to use them anymore.
#25
Outdated / Re: [A11] Superior Crafting v0625
June 26, 2015, 06:38:11 AM
Quote from: Chezare on June 26, 2015, 04:25:33 AM
Can't harvest eyes\hands\legs from colonist\prisoners with latest update   :'(

Actually, I never had that as part of superior crafting.  You can harvest the organs, and you can replace the eyes, nose, arms, legs with prosthetics.  I didn't add that mainly because I wanted to streamline the surgery system.  If I added every part in the body as something you could harvest the menu would get unwieldy.
#26
Outdated / Re: [A11] Superior Crafting v0624
June 25, 2015, 05:12:39 PM
Great discussion and ideas everyone! 

#1 The floors are removable, but due to the amount of resources used to create them you may not get anythng back after deconstructing if it is a floor that only requires one piece of wood for example.

#2 The beds still have me a bit stumped.  I plan on putting some quality time into testing this evening.  I didn't have much time in the beginning of the week, but I have some free time the next few days.

#3 The workstations "may" be wanting the "<surfaceType>Item</surfaceType>" code in their XML, so I added it to see if that fixes any issues.  While they did work before, it may have been causing some minor glitches with that line removed.

Update 0625 incoming!
#27
Outdated / Re: [A11] Superior Crafting v0624
June 25, 2015, 08:45:53 AM
Quote from: BMS on June 24, 2015, 11:17:26 PM
1. Confirmed and my guy got malaria and just wouldnt get out of the regular bed(and was cured before it became major).  I could have forced him out but i just let him stay
2. my guys seem to be wearing armor fine - but i will always have one guy that likes his cobraskin duster more than he would legendary power armor.

ps - watched this mod grow from first post just tried it two days ago - really bang up job OP

Thanks for the kind words!  As for the medical bed issue....not sure what's causing that.  I checked the xml files, and the medical bed is properly flagged "<bed_defaultMedical>true</bed_defaultMedical>" and it's the only bed with that flag, so they should default to that one before any other bed if they need medical attention.  I'm going to have to put my thinking cap on for that one.
#28
Outdated / Re: [A11] Superior Crafting v0623
June 24, 2015, 05:02:09 PM
Quote from: tirramissu on June 24, 2015, 04:34:30 PM
Hi!
Just noticed that equipment rack can't store weapons and appeal.

Update incoming for the fix!  Thanks very much for pointing this out!  Also, I did test the floor removal and it appears to be working for me.  I'll do some more in depth testing however just to make sure.
#29
Outdated / Re: [A11] Superior Crafting v0622b
June 23, 2015, 09:34:29 AM
Quote from: Galvenox on June 23, 2015, 09:30:39 AM
I can't remove floors of random generated structures. just checked my own floors, can't remove them either. is it just me? Abrexus, I'm also reminding you of my previous question, a couple of posts back.

There are no stone doors in SC, and I will check on the floor situation for you after work today!
#30
Outdated / Re: [A11] Superior Crafting v0622b
June 23, 2015, 08:42:59 AM
Quote from: Edeal on June 23, 2015, 08:11:33 AM
Are the saves going to be compatible with the next fixed versions ?

Thank's again !

Yes, it is compatible.  If there is ever a save breaking update, I post it on the front page below the download link.  And you're most welcome.