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Messages - Jakalth

#1
Mods / Re: I made a lantern but...
May 11, 2016, 09:05:23 PM
Hmmm, wood + cooking table = charcoal.  Or you could simply add charcoal as a byproduct of one or more of the current wood burning "buildings".  Charcoal fired lanterns are pretty much what was used back in the old days anyways, when liquid fuel or wax wasn't available.

I think the idea of using the brewing table to make lamp fuel is a good one.  Doesn't have to relate to any edible fuels, could be methanol, which is wood based.  But edible fuel, aka Vodka(as already suggested) would be more fun. ;) The lamp fuel would be more efficient then using charcoal since the fuel source is a lot more compact and portable.  Relates to a longer burn duration and/or you get more fuel from about the same amount of resources used to make it, then you get from charcoal.

Also, if you want to get technical, liquid fueled lanterns tended to be a lot brighter then their solid fueled counterparts.  But they also had the ability to turn down their flame to a dimmer setting by adjusting the wick.  So your choice, as the mod creator, on that part.
#2
Mods / Re: [REQUEST] WARZONES: Rimworld Edition
May 02, 2016, 05:25:05 PM
true, but for the building part, visiting factions do always gather near your base.  Close enough that if you had power lines nearby, by chance, their turrets could connect to it.  But only if they are within range.  Unless someone knows a lot more about coding, I doubt it could be anything more then just chance though.  about a 1 in 10 of their blueprint being placed in range of your power lines...  So possible, but not likely.

As for having non-powered turrets though, that might work.  But still, it would be in a random place near to your base, and they might end up trying to build in a mine field(as you said), or in the middle of your dumping stockpile.  So their pre generated "encampment" would be unbuildable...
#3
dang... this means the solution isn't as simple as just uncovering your beacons...  i'll have too look into everything i did before it was fixed to figure out what combinations of things fixed it...  for me, it started working again as soon as i uncovered the beacon.  but then again, i was able to force the trade screen to show up like normal, even while it was bugged, buy hitting enter a few times when the bug first shows its head.  though i could not complete any trades until after the beacon was uncovered.

this seems two be two different degrees of the bug, yours Kreuzberger seems to be worse then mine.

:edit:
after a bit of frustration with my older colony and the original steps not working, I placed another trade beacon down where nearly all of the area around it was open and poof.  Now that colony works.  So it looks like there is another variable included in this solution.

1: the beacon(s) need to be uncovered, no items stacked on top of them(not sure if more then one needs this or not... needs further testing).
2: having the stockpile disabled on the tile under them makes it easier, but seems to be optional.
3: having at least half of the area of the receiving beacons drop zone empty of stuff to allow drops.
4: when all else fails, place a new beacon.  Simply rebuilding the ones you have doesn't seem to be enough.

I'll add any more tips as I find them.  Hopefully a more permanent fix can be found and implemented into the vanilla game.
#4
Mods / Re: [REQUEST] WARZONES: Rimworld Edition
May 02, 2016, 12:04:42 AM
Occupation could be coded off a combination of the code for sieges and faction visiting.  The visiting faction does their normal thing, but once they get there, they setup a fortification, like if they were doing a siege, but using turrets as well as mortars.  Not sure how the "using the players power" part would work though.  The setup would be slightly random so there probably wouldn't be any place for them to tap into the players power grid nearby.  So something else would need to be done.  As for the food part, visiting faction members sometimes eat the players food if they have a mental break.  It's happened once or twice to me.  Not sure how easy it would be to code though...
#5
Bugs / Re: Problem with trading
May 01, 2016, 11:48:29 PM
I had the trades on my game fail to work at all for an unknown, at the time, reason.  The trades would not be completed no matter how many times I'd try.  The trade screen would just freeze and any silver I was trying to spend to buy something, would be gone but the item would not be dropped off.  And I was not able to sell anything at all.  But by accident, I found the solution.

It seems that if the primary beacon(the one that items get dropped off at) is directly covered at all, for any reason, it prevents the trades from being completed.  In my case, I had this beacon in the edge of a stockpile that I was using to store chunks.  The stockpile was completely full, including a chunk being placed directly on top of the beacon.  For some reason, this is what was causing the trades to completely fail.

If your dropoff beacon is inside a stockpile, try removing the stockpile from the single tile that the beacon is on and remove any items that might be stacked on top of the beacon.  Once the beacon is free and clear, try trading again.  For me, this is the fix that let the trades work again.

So to sum it up...  Allowing any items to be stacked on top of the beacon will cause trades to fail and your trade screen to freeze.  Solution is prevent items from being placed on top of the beacon.

@zok123 try doing what I mentioned here and see if this helps for you.
#6
It is rather irritating that this was moved since it is not a modded bug, but a vanilla one.  And it's making this game nearly unplayable since trading is such an important part of the game.

:Edit:

BAM!!!!  Found a way to fix it!  It's such a stupid reason as well...  All I did to fix it was the following.

1: found the primary trade beacon
2: removed the stockpile from directly under it(just from the single tile it is on)
3: removed the single item that was stacked on top of the beacon(a slate chunk in this case)
4: tried doing a trade and it worked perfectly.  O_o

Seems that having any items stacked on top of the beacon causes the trade to fail, at least in this case.  I found out this fix by accident.  The stockpile I had it in was full and I needed to make a second stockpile to keep storing the chunks.  So I built a second stockpile next too it.  But to allow my colonists to easily travel between these two stockpiles, I removed two rows from the origional one.  The beacon happened to be in one of these two rows.  Once the Colonists shifted the chunks out of this walkway, the trades started working again.  Problem and solution found.
#7
Playing modded A12 version 0.12.914 using the following mods:
armor crafting 1.21
batteries stuffed 1.2
community core library
containers for stuff
craftable medicines
EdB interface
Expanded prosthetics & organ Engineering
heavy defences mod
lt infusion
Mending SK
Tilled Soil
Weapon Crafting 1.41

I have somewhere near 20 hours into this save when the problem arose.  I was attempting to trade with a combat dealer for another sniper rifle.  But when I pushed accept on the trade, the trade window went grey and froze.  I could still interact with the rest of the game, but the trade window was stuck.  I was finally able to get the window to close but...  The silver was removed from the colonies stores but the sniper rifle was never dropped off.  Now whenever I try to make a trade, if I'm buying something, it takes the silver from the colony but dues not complete the trade, the window stays open.  if I click accept more then once it keeps taking silver but nothing else happens.  And whats worse, if I try to sell anything, the trade window shows no change and the item stays in my colony's inventory.  So my colony is basically dead unless I can find a fix for this problem.

This is not the first time this has happened.  One of my other colonies had the same issue, and it spelled the death of the colony since that colony required trading just to get the resources to survive.

And sine it will be asked:
1: I have a trade beacon outside, with open space around most of it
2: I tried removing and rebuilding all my trade beacons to see if that would fix it.
3: I tried removing and rebuilding my trade station(communications terminal) to no avail.
4: I had just completed a trade with a bulk goods trader no more then 5 minutes before the arms dealer showed up and that trade worked just fine, as well as every trade I had made prior to the glitch, which included other weapons traders.

A copy of my save can be found here:
http://www.mediafire.com/download/6bwct9pf5lyrud2/Alturas.zip
#8
Alright, thanks for the feedback on this. I do appreciate it.  I'll try digging around the Stripe site and see what Info I can find there.  :edit: found the error I was having.  Didn't take into account that stripe has a built in transaction fee, so the card has insufficient funds. :end edit:

Otherwise, I can wait for the steam release as you said.

Thanks again.
#9
So, no one has any ideas on how to work around the visa vanilla card issue?  Of it not working with Stripe.  Any other pre-payed cards I could use instead or other ways I could use to pay for the game other then having an actual credit card or using paypal(which I would like to avoid)?
#10
I've have limited means to make online purchases, which are limited to using steam or using single use Visa Vanilla cards.  Is there a way to purchase the game, yet, other then using Paypal, or Stripe?  Paypal does not allow the use of vise pre payed cards or gift cards, and Stripe gives the error that; "Your card does not allow this type of transaction." when I try using a pre payed Visa Vanilla card there.