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Messages - Dubwise

#46
Releases / Re: [B19] Rimatomics | Rimefeller
October 03, 2018, 06:09:13 PM
updated rimefeller, added b19 and 1.0 versions.

New graphics for all of the refineries.
Buffed synthamide's stats a little.
Rimefeller materials are now filtered out of resource pods.
Rimefeller stuff is no longer used by the map gen to make walls, no more rainbow raider bases.
Added a resource console, it has to be manned by a crafter for refineries and crackers to run.
The console has to be built before you can see the shallow oil grid.
Moved deep drilling behind ground radar research, and the deep oil grid now requires a ground radar to become visible.
Added a steel as fuel cost to derricks during the drilling phase, the deep well costs more, once its complete there is no more steel cost.
Added random pipe breaks with oil spills, and earth tremors from excessive drilling.
Added advanced component costs to the higher tech refineries.
Added power modes to the crude cracker, the general power cost per fuel is increased.
Changed the well pressure, the rise is linear which makes it easier to build up.
Deep wells have higher max pressure.
#47
updated hygiene and mint menus

mint menus now works with improved benches drag and drop, you can also open a building search menu, open the keybind settings and you should see an option for mint menus.

for hygiene i finally found out that replace stuff was breaking the pipe blueprints in all my mods because it was rerunning the placeworkers then despawning them based on the result, so i added a fix for that. I also added options to disable the needs completely in case you just want to use other features of the mod, and the mod "Rimhud" has an option to view the needs which is pretty handy.

For thirst it should only enable on things that can eat and have the bladder need, so i guess try disabled bladders on droids, and i don't want to add water bottling because its a massive job to add all of the extra jobs and utils to manage something like that, bigger than all the hygiene needs, basically like copying the entire food system in the game plus adding water content stats to everything. As it is now eating any food will raise the thirst bar so you don't actually needs to drink to stay alive, its a lightweight thirst need that's just there to satisfy the itch for having a visible bar, try "no water no life" if you want hardcore thirst needs.
#48
the radiators can't push any more heat into a room over 21c, so it doesn't matter if they heat up, they aren't like the electric heaters that keep heating, it kind of simulates the pawns changing the thermostatic valves on the rads to get the temp they desire in that room. When it gets to summer, or a heat waves strikes, i save on heating capacity by just turning off radiators either by flicking off all the radiators or another option is to valve off the entire central heating loop so you just need to flick 1 valve
#49
ok im removing the outsiders option next patch.

and in my map a river well gets 3200L when in a decent position, vs 1900 on a well over a full patch of ground water, average rainfall decides how much ground water you get per cell so the wetter it is the less useful a river is.

and for hot water tanks you just turn on thermostat control on the boiler and it will override room thermostats to heat the water
#50
just to check again, you don't have needs for outsiders ticked on under experimental options do you?
#51
yup rivers are already added to the water grid, you just put the well next to them.

and i just booted up priority treatment, and everything worked fine with it at the very top, or bottom of my mod list, everyone was still pissing and shitting and showering and so on. So it sounds like more false positives of "mod conflicts" caused by fundamental errors in totally different mods
#52
just did a little update, added better alert message for well contamination explaining the items terrain and conditions that can cause it and how to fix it, also changed burn pit desc.

agusXD123 you probably have a mod breaking static constructors, like advanced biomes, fix that and textures will work again.

Quote from: rawrfisher on September 16, 2018, 12:54:57 PM
Oh Dub mind if I make a request?

The ability to pump water from rivers and ponds
By pump do you mean remove the water like moisture pumps? because rivers and ponds already add to the water grid

Quote from: rawrfisher on September 18, 2018, 03:17:40 AM
@Dubwise
Remember the washing thing I was asking you about before?
I tried a game without any other mods listed by your check and the issue still persisted..  I was about to complain to shotgun about an issue with the priority settings from his mod acting up then saw someone mention your mod was breaking it...
Whats the mods name? what errors are there? why aren't people telling me? whats going on? is it actually my mod or is it another casualty of advanced biomes breaking the static constructors?
#53
Releases / Re: [B19] Rimatomics | Rimefeller
September 17, 2018, 09:03:34 PM
yes that's correct, the pulse will be drawn evenly from all connected ppc's on the same power net, if you have 4 ppc's and 1 obelisk then when it fires a 1kw pulse will be drawn from all 4, at 250w each
#54
Releases / Re: [B19] Rimatomics | Rimefeller
September 17, 2018, 07:23:17 PM
https://steamcommunity.com/sharedfiles/filedetails/?id=1515875356

as simple as that really, the pulse will draw evenly from all connected ppc's
#55
Releases / Re: [B19] Rimatomics | Rimefeller
September 15, 2018, 08:53:24 PM
updated rimefeller to .195, added idle power modes for everything and fancy status lights
#56
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
September 15, 2018, 02:26:26 PM
No, sorry for not posting here, i always forget about the forum and notifications are totally broken on this site, here's my discord if you want to come bug me for info https://discord.gg/bajcjsu

I'm still targeting rimworld v1, i haven't updated this to the last few rimworld versions because there was changes to world gen in a17 preventing me from doing an easy update, then i got lots of requests for standalone versions of mars content, and the updates didn't add anything of any use to the mod, you know like tribal masks? bedside tables? not much use really so i changed my focus to making all the standalone mods, i could have had mars updated a lot sooner but i think most people are probably happier to have hygiene rimatomics and the other mods in their normal rimworld games.

The big plan was to build those mods with the ultimate goal of using them as the foundation for the next version of mars, so every time i thought of something new to add i would be thinking "oh this will be great to use in mars". So now i have these 6 mods which are all working pretty well together and have had lots of time to mature, and i'm loading all of them as sort of base mods into the B19 build of mars, some bits like the skylights don't really need any changes, but the big mods like rimatomics hygiene and rimefeller are more like a library of modifiable classes that i can use to crank out new stuff.

So for example from rimatomics there is the research system which replaces the default rimworld research entirely, and the reactors are similar but obviously smaller, using thermocouples, mini turbines and radiators. The needs from hygiene plus extras are obviously taken care of, then you have all of the water and sewage stuff plus the oil drilling from rimefeller that comes together to form all of the resource management in the mod, like drilling for ice and minerals, storing gasses, pumping it all around, leaking it, processing it, making all of your materials, curing, plastics metals composites, there is all the stuff to do with grids, overlays, textures, moving liquids and gasses around the environment, making them combustible, on and on
#57
yup i just fixed that one super quick and updated, i missed a ?.
#58
uploaded hygiene .527, i changed the needs patch again, and added a warning if more than 1 mod patches the need check and lists them so you can narrow down any mod that might be messing with it
#59
updated hygiene and mint menus to steam versions

mint menus should now play nice with "better workbench management" and you can now search for more stuff like.
Mod name - "core"
Stuff Categories - "leathery"
Apparel body parts - "legs"
Apparel tags - "industrial"

Quote from: rawrfisher on September 11, 2018, 10:03:50 AM
Ummmm the stall door acts as an impassable object for me  :-\

Gotta ask..  Are colonists supposed to be going out and washing downed hostlies who havnt been captured?  Had my head doctor doing that and ended up being killed by enemies running away

Mod conflicts are probably causing the needs to load on all pawns which makes your colonists try to wash them, there is a mod floating around which is breaking the needs since b19 it seems, maybe something else is breaking the stall doors
#60
looks like a hauler bot is missing a verb, the map finalize failed because of the wealth watcher, prison labor is missing an icon, targetingmodes harmony patch is broken, and one of those many things probably caused my draw function to break