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Messages - Abrexus

#196
Quote from: CosmicKobal on September 02, 2014, 08:20:13 PM
Quote from: Tasher on September 02, 2014, 07:54:43 PM
Is there some way to prioritize the crafting? Say I want to make wood more than I want stone blocks - is there an easy way to set them to do wood before stone, without having to micromanage and suspend the other crafting types?

At the moment, I don't believe so. In the future the UI might change so as to allow that, but for now you just have to Micro it.

Cosmic is correct.  The priority is set via the BaseWorkGivers.xml file.  In game there is no UI interface item that can adjust those.  Other than add new work givers for my items, I left the default values for those alone.  I agree, it would be great to be able to adjust those priorities, but that would require the work of a good UI designer, and sadly that's a bit beyond my skills with C# at the moment.
#197
Quote from: Killaim on September 03, 2014, 08:18:23 AM
love the shooting range and other skill enhancers ( might wanna lower them alittle though (get to 20 max skill pretty fast)

I would really love if there was a "prevent use" like on the tailors/loom other crafting tables on the shooting range

sometimes i want my soldiers to go out and be usefull and instead of having to lower their skill down i would much rather just click the shooting range/punching bag/holo..etc..etc to not be used.

awesome stuff keep it up ;)

In 2.1 the best way to prevent their use is to uncheck the priority for them in the overview window.  if that's unchecked, they wont get the script sent to them to use that item.  I may add a forbid-able button though in the next update.
#198
Quote from: Cr0ss0vr on September 03, 2014, 12:55:32 PM
Having a little trouble with power here... http://i.gyazo.com/44cea5b0bf1466cff81a8b6a02109825.png

edit: log pastebin: http://pastebin.com/JGBVggGD

There must be a problem with another mod.  Your error log states "XML error: <descriptionBefore>Allows collonists to harness the power of the wind.</descriptionBefore> doesn't correspond to any field in type ResearchProjectDef." among other things.  Lava, wind, dig steam holes, and so forth I think are from TTMI's mod.   Did you have his mod installed then remove it maybe for this save?
#199
Quote from: Kumai0214 on September 02, 2014, 10:15:43 AM
Not sure why but I am currently using v2.1 and in the chem lab it still gives me a spam list of Agave Gel and Shroom Stims.

Edit: Okay... After reloading the world, the recipes are back to Medkit, Agave Gel, and Shroom Stims instead of the spam list.

This is a bug with the load/save system of the game itself.  It doesn't reset all internal variables when simply loading a save, and leaves some of them stored in memory.  They do get cleared when the game is exited and restarted.
#200
Quote from: RayvenQ on September 02, 2014, 11:49:05 AM
The Med Beds don't seem to be using agave gel in a hopper next to them, regardless of whether you tell them to rest or draft them and tell them to man the med bed. Despite the description suggesting it.

They are definitively working, just tested them again.  Keep in mind, they will not heal missing body parts.  Also the agave gel wont heal blood loss.  The damage system has changed dramatically in alpha 6, and there is still some things that are locked out from being changed (which is why you have the bug with having a red health bar, but no visible injuries).  It's a known bug reported here http://ludeon.com/forums/index.php?topic=5449.0
#201
Updated to version 2.1
Added soylent green to slave and agriculture trader.
Steam Generators can once again be built inside.
Fences now buildable at start.
Locakable doors courtesy of Colonist Only Doors by Neurotoxin!
adjusted exp gain and work time for the tapes.  Work time reduced by 50% and exp gain increased to 2500.
Reworked training system and added three new items...a medical dummy, punching bag, and holosuite!
#202
Quote from: Neurotoxin on August 31, 2014, 03:25:03 PM
Is there really a bug with the tribals or are you just ahvin a giggle m8? If it's an actual bug I'll have to figure out a way to deal with them.

I was just having a giggle, sorry :)  I couldn't resist.
#203
Quote from: Javaman on September 01, 2014, 03:51:06 PM
Ya i managed to get Lockable doors from the Mai mod working. It was a little messy with the code. I would recommend integrating that mod into this one since it is very independent of other mods.

I'll see if I can squeeze that in this update.....also update on the update...
1:  Added soylent green to slave and agriculture trader.
2:  Adjusted exp gain and work time for the tapes.  Work time reduced by 50% and exp gain increased to 2500.
3:  Reworked training system and added a medical dummy, punching bag, and holodeck.
4:  Working on adding lockable doors.



That is a medical dummy used for training the medical skill.  I'll be adding 2 new training items like the shooting range for your colonists to use.  Also, I am changing the way the priority works, so you'll have better control over who trains what in their idle time.

PS:  This should NOT be a save breaking update.
#204
Update incoming later today with new items.....here's a preview:



What could this be used for?  Let the speculation begin  :)
#205
Updated to v2.02

Complete review of all crafting recipes.  Output and exp gain increased on most recipes.
Energy output on Solar Panels increased to 500.
Chemlab recipes no longer tied to doctor skill to avoid the "work to death" bug.  Now tied to research.
Shroom-stims no longer as addictive, and should only be consumed during a Psychic Drone event.
#206
Quote from: Zeta Omega on August 31, 2014, 12:57:31 PM
Quote from: daft73 on August 31, 2014, 11:51:47 AM
Thanks for this mod. I have seen no issues with the current build. Will keep you updated when and if that changes. ;)
Hmm...I think its working now, ill know the next time those tribals come, they are the only ones who can seem to pass it

Them sneaky tribals get past it because they do not believe in technology, so therefore it cannot stop them :-P
#207
Quote from: Jerethi50 on August 31, 2014, 12:02:56 PM
Some bug reports for you, using only your mod.

1. Chemlab
   a. Chemlab has multiple copies of the shroom stim and agave gel recipe, seems to keep adding to the copies, at my current point i have about 7 or 8 of each recipe listed in the menu.

Cannot replicate.  Have a chemlab and tried multiple loads/saves but still only have the set number of recipes.  I am only running this mod however, so there may be a mod conflict in play.  What mods are you running?
Quote
   b. People working at the chemlab seem to work continually until they either pass out or starve to death, or if their mood is low enough, until they rebel against the colony or go bonkers.
This has already been reported and is a bug with the doctor skill itself.  The workaround will be to move these recipes to level the research skill instead.  Until Tynan fixes the doctor skill (unless he wants the doctors to pass out) this is the only workaround.

Quote2. Shroom stims and Berry Wine.
   a. I think you somehow mixed these items up code wise, I have never seen the colonists use berry wine except when they are about to mentally break, and only during a psychic drone event, and yet the shroom stims, my colonists go for as soon as they get a little moody.
Has already been reported and will be fixed in 2.02.  The Berry Wine is working as intended.

Quote3. Shooting Range
   a. Colonists seem to prioritize this over other things, they do occasionally quit using it but colonists will run to a free shooting range before doing anything else it seems, as soon as one is free, some one runs to it, i have hunting set to 4, the lowest priority, and yet they run straight for it, even when there is plenty of work to be done, tons of stuff to haul (hauling is set to 3 on everyone, so it outranks hunting)

This is also working as intended.  It works of the priority of the hunter skill, so if you have that prioritized they will go to the shooting range before doing anything of a lower priority.
#208
Quote from: Tasher on August 30, 2014, 10:34:01 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Yes, having same issue, running mod v2.01. Have a bill to make the shroom stims, and the colonist was urgently hungry, with meals right next to him, and urgently tired, with his bed right there. Ended up going on a rampage. Subdued and another colonist took the job, same issue is occurring to the new colonist.

This is a known issue with the game and anything that uses the doctor skill as outlined here http://ludeon.com/forums/index.php?topic=5728.0.

In update 2.02 I'll be changing the chemlab recipes to use the research skill instead to resolve this as a temporary fix until the main game is updated.  I have tested it, and they work fine when assigned to the research skill.
#209
Quote from: CounterFact on August 29, 2014, 10:43:19 AM
Quote from: Abrexus on August 29, 2014, 08:52:29 AM
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Well, I tested this a bit in the game I'm playing now and I was able to duplicate the problem.  The only difference between the chemlab recipes and the other crafting recipes is that they give medical EXP.  I may test it by changing the EXP back to crafting to see if the issue resolves itself.  If so, then the problem is with the code in the game that may not be setup to handle non crafting/cooking recipes.  I'll see what I can come up with.

I have noticed something similar. The colonist I set as doctor prioritizes healing people (doctoring) over taking care of himself (not eating/sleeping). Maybe making the crafting of those recipes 'medical', made it so that this too becomes priority over pretty much anything as it's treated with the same priority as doctoring. Maybe adding eating/sleeping to the 'patient' tag in the priority tab would solve this (or manual task to go eat/sleep).
Another annoying consequence is that it's not possible to lower the priority of crafting stim gel and medkits, unless you also lower the priority of healing people (doctoring).
Putting medkits and stims on equal standing with stone blocks and the other crafting items would give good gameplay. But maybe you could try adding crafting medkits and stims to the research thing. Chemestry and research is closely related I think. :)

I agree with your assessment that it treats it with the same priority as healing a patient.  As for making the change you request, that would be altering the actual game code itself and I am hesitant to do that.  That's something Tynan himself would be better qualified to address.

Adding it to research however is an excellent idea.  Look for that in the next patch.
#210
Quote from: sensiman on August 28, 2014, 01:26:05 AM
on another thought,trying the various aspect of the mod,i think there is a slight error on how the chemlab works. once someone works on it  he will not go for eating or sleep, to the point of starvation and exhaustion. i work around it was to draft and undraft him momentarily(which usually works when you need a task cancelled)

Well, I tested this a bit in the game I'm playing now and I was able to duplicate the problem.  The only difference between the chemlab recipes and the other crafting recipes is that they give medical EXP.  I may test it by changing the EXP back to crafting to see if the issue resolves itself.  If so, then the problem is with the code in the game that may not be setup to handle non crafting/cooking recipes.  I'll see what I can come up with.