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Messages - Dubwise

#166
Quote from: Arigas on January 22, 2018, 02:45:15 PM
Not sure if its known or not, but apparently the researches from SS Researchable Stat Upgrades that increase stack size doesn't play friendly with fuel rods. They get stored as a single fuel rod, and loaded as a single one as well, and colonists don't take a single one at a time, they take the entire amount.

Yeah i know about that one, i have absolutely no idea why they made an upgrade that changes all stack sizes even on stuff specifically set to a limit of 1, switch to a different storage mod i guess
#167
Quote from: Canute on January 19, 2018, 10:45:49 AM
Hey dubwise,
do you think it is possible to auto-assign the hygnie installations of a room if someone of that room claim a bed spot ?
It is very annoying when you send out a caravan the assignments get cleared.
And everytime the caravan return you have to assign the proper toilets to the bed owner too.
Would be nice when a pawn assign tp a bed, all the other assignable object in the room get these pawn to the list too.

I got the basics working when it comes to assignment, i never make caravans so i only made sure it didn't crash when forming them and so on, didn't get to the ease of use stuff yet, would be nice to cover everything but time is a problem
#168
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 11, 2018, 03:42:01 AM
Thanks, i don't plan on porting any more parts of mars to vanilla, things like the air and eva suits would just break too many things and i can only get away with it by stripping out a lot of the game, animals, guns, factions, plants, mod support, so on.

I have ideas for other mods that i would like to do which would re-use stuff i already made but i don't have the time, Rimatomics and hygiene ended up being bigger than i planned which delayed working on this last year, but it was all made to be re-used in mars, plan is to get this upgraded and released then just polish up all my mods so they are neat and tidy for when Rimworld comes out of beta, then decide what to do after that, no more big mods just little bits here and there for the current set.

That earth management screen was just a mock up, was thinking about adding some simple 2d facility building screen to spend research points on as a little extra progression thing like base upgrades in xcom, and i was bored and wanted to try some isometric stuff. And the other screenshot is just a mock up in a game engine for fun, nothing functional
#169
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 11, 2018, 12:36:29 AM
added a few screenshots of the world gen stuff i have been working on to this album https://imgur.com/a/GtcLf
I started a fresh project for B18, fixed the big problem of the ocean material having blue fog which is what stalled a17 being updated, so even if only 30% of the world is being generated the rest still renders as mars surface instead of blue fog, replaced planet feature names with ones from mars, stripped roads and rivers, added named craters, replaced my old dust devils with his tornado code, fiddled the biomes, there will be lots of rocky terrain you cant build on to limit you a bit sort of like marshes and lakes in vanilla, and nights are black so the new lights and beacons make it sparkly, next is copying over all the new stuff from the b18 versions of hygiene rimkit skylights and rimatomics which forms the base for the rest of the mod with the new stuff like custom research and new grids for stuff like ice and air
#170
The internal thermostat used for regulating the hot water temp for bathing is flicking it on and off, that means the radiators flick on and off with it, to prevent this you can build 1 thermostat and set it to a high temp just to override the internal thermostat and force radiators to stay on - i added an override button to the boilers for the next patch. Or you can use the thermostats like you would in a house so put one or 2 in important areas like hydroponics rooms or main hallways to living areas. Once the basic system is up and running its much cheaper than running electric heaters in every room and keeps you alive through power cuts
#171
well its not meant to be a nuclear explosion, its just the core popping like a cheap party balloon, and it carves out a chunk around it before sending out the shockwave which is still bigger than an antigrain warhead, the main danger is the slag that you have to clean up and sealing up the core to stop the fallout, and i have a couple of changes planned to make contamination a much bigger problem
#172
the radiators retain heat after a boiler loses power, if you click on a radiator you should see the red heating capacity gauges fall when the power cuts, as long as they are still warm they will continue to heat rooms until the capacity remaining in the rad isn't enough to keep up, the idea is to give a little buffer of time after a power cut where hopefully the temps don't drop far enough to wipe out all of your crops or freeze peoples toes off, that's if you don't have a stove as backup.
#173
uploaded a little patch to actually fix the placeworker on water cooling  ::)
#174
Nice, mods that add new colonist pawns is a bit of a problem right now, i have the needs set to colonistAndPrisonersOnly and I patch the givers into the MainColonistBehaviorCore which i figured would cover everything but the mods that add new colonist types seem to always pick up the needs but not the givers, I haven't played around with making new pawn types yet but I'm guessing its something like they add all needs marked for colonists but then have their own ai tree so its skipping the givers, is there a trick im missing that will just let them scoop up the extra givers?
#175
Updated to 1.2.1
Fixed some of the right click descriptions.
Fixed some project descriptions.
Fixed the storage pool graphics.
Tweaked some prices.
Added some items as exotic spawns for item stashes like the RTG and warheads.
Recoded meltdowns and core integrity, all HP based now.
Core temp overheating will rise faster with more fuel, the bigger cores are less forgiving.
Control rods slow down as temps get too high, then seize above 2000c.
Removed core cracking along with the hidden integrity.
New meltdown explosion effects.
Cracked fuel now causes turbines to emit radiation until its removed.
There is now a sarcophagus for all reactor types and placement should work.
Consolidated the reactor alert messages into 1 with a few different warnings and a temp readout.
Added a drawn cell on the water cooling so you know exactly what spot needs to be over water.
#176
looks like its not installed properly
#177
careful when you cancel blueprints you lose materials
#178
i think they wait until all the bits are available to finish it or something like that
#179
so you mean the the single unlock project doesn't show up in the researchPal tree? nobody else has reported this on the steam version so are you sure you didn't just miss it?
#180
that was fixes ages ago, what version are you trying to use?