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Messages - falconne

#106
It works there because they are changing the dialog code directly, which I want to avoid doing until absolutely necessary.

It's ok, I should be able to move things around and get rid of some unnecessary labels too add enough space above to be enough for most recipes.
#107
Yes I'm going to move some of the inputs around a bit and reduce sizes to allow more room in the info area. There'll probably still be some recipes with long info sections that would overlap, but hopefully that will be minimal.
#108
Quote from: Kori on October 11, 2017, 10:01:21 PM
For some recipes the "minimum skills" and "store in stockpile" are overlapping, could you please rearrange that a bit?

Oh yeah that's going to be a bit annoying. Which recipe were you looking at? I'll see what I can do.
#109
I've just made a quick update to add a keyboard shortcut to toggle the overlay. The default keybinding is \ (backslash) and can be changed in the 'Keyboard configuration' menu in Options, under a new Heat Map section.

Quote from: SpaceDorf on July 26, 2017, 07:27:16 AM
Could you add a Display for the outside temperature that is actually visible instead of hidden and may even look nice ?

I will look into that in a future update.
#110
I have a new update and as usual I'd appreciate any playtesting and feedback before I release it on Steam Workshop. You can download the the latest version from Github, v17.8.

This update has the following new features:

  • Added a "Drop on Floor" / "Take to Stockpile" toggle button to each bill entry on the workbench overview panel, like Enhanced Crafting has.

  • The button that lets you choose the bill store mode ("Take to Best Stockpile" and "Drop on Floor") now also lists all the individual stockpiles on the map. Choosing one lets you tell the worker to store the finished item in that specific stockpile (assuming that stockpile is set to allow that item).

  • When bill target mode is set to "Do Until X", you can now specify that only products in a specific stockpile should be counted.

  • For clothing bills set to "Do Until X", you can now specify if clothing worn by colonists should also be counted.

  • Added buttons near the "Target Count" and "Unpause at" sliders that let you enter values in via the keyboard.

  • To avoid obscuring too much of the info column with the new UI controls added, there has been some re-arrangement and compaction of the added controls in the dialog. Most notably, the "Restrict to worker" button has been moved to the top of the second column.



Please let me know if you try the update and have any problems, suggestions.
#111
I introduced a bug in yesterday's update and have just done another update to fix that. Please download again if you are doing so manually. Sorry about that.
#112
The above bug has been fixed in the latest update
#113
Great, thanks for the detailed analysis. I should be able be able to set this up in dev mode to investigate. Yes, it looks like the calculation of the fire cone is disrupted by the cover which I hadn't thought about.
#114
Quote from: Maeyanie on September 20, 2017, 11:24:06 AM
It happened when my long-range shooters were taking shots at an enemy while some swordsmen ran up, and one of them almost got shot in the back as she swung at the same target which was getting shot. Was at fairly long range, so definitely not that.

It's possible there was some other factor I didn't notice, though. Maybe she wasn't quite in the line of fire yet and I just misinterpreted what happened, or something. I'll keep an eye out for if I see it happen again.

Edit: The CE version actually seems to not fire even if people are within the 4 tiles. Though, I think it's possible to accidentally shoot someone right in front of you with CE, so that's probably a good thing.

For the long range it's possible at the time the decision to fire the bullet was made the swordsman wasn't quite in the line of fire yet. Keep an eye out anyway and let me know if it happens to be more obvious. Currently vanilla has its own "recheck LoS during warmup" functionality which I've let take care of this. I could add extra checks if necessary but that all adds performance hits so I want to be sure it's necessary.

As for the CE issue, I can't reproduce that. Can you send me a save if you can? Do they take the shot when you disable their FF option?
#115
Have just posted an update. Latest version now also protects against friendly fire from miniguns and other weapons with a forced miss radius.
#116
Quote from: Maeyanie on September 17, 2017, 11:36:23 PM
Seems to work. Only minor problem I noticed in testing was if a colonist is already aiming for a shot, they won't cancel it if someone moves in the way by the time they fire.

Not sure if it's possible to do a second check before firing, but even if not, it's way better than vanilla behaviour.

Interesting. In my testing I found that the pawns already do regular rechecks during their warmup to check if they can still see the target. Are you sure the other colonist actually walked into a danger tile? If they were within 4 tiles of the shooter they are not subject to friendly fire.
#117
Just fixed a bug where colonists were not putting out fires when friendlies are standing next to them (it seems putting out fires is considered an attack).

Please update if you are using the manual download.
#118
Latest version should now be compatible with Combat Extended. If you are trying this mod with that one, please observe the colonists during a raid and let me know if they aren't behaving right.
#119
Quote from: NoImageAvailable on September 16, 2017, 03:44:47 AM
Using Verb.verbProps.MeleeRange would get you all ranged verbs regardless of inheritance.

Good point, thanks.
#120
Quote from: NoImageAvailable on September 16, 2017, 03:12:19 AM
It was originally set up this way to prevent the class from inheriting unneeded junk variables and methods from LaunchProjectile. Those have since been moved to Verb so it might be possible to change the inheritance chain, but it would need some testing first to make sure it doesn't trip any vanilla checks for LaunchProjectile it shouldn't.

Fair enough. It would be helpful if changing the chain could be investigated.  In the meantime I'll see if there's a polymorphic way of telling from Verse.Verb if the weapon is a ranged one.