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Messages - waffleface

#1
Releases / Re: [A12] PowerSwitch (1.12.2 / 13.12.2015)
January 31, 2016, 05:45:53 AM
Quote from: Haplo on January 31, 2016, 01:22:49 AM
You have added this mod to an existing save game, didn't you? Because that is a vanilla power switch. The new power switches show a bit more in the description field.
You need to deconstruct and rebuild the switch, so that the game uses the new switch code.

Yep, that did the trick! Thanks
#2
Releases / Re: [A12] PowerSwitch (1.12.2 / 13.12.2015)
January 30, 2016, 03:23:16 PM
Then I guess it's not workin' right, or I'm missing something, because my existing switches still look like this: http://i.imgur.com/CLYoH3i.png

Edit: For what it's worth, i'm on A12D, and using the last available download of this mod
#3
Releases / Re: [A12] PowerSwitch (1.12.2 / 13.12.2015)
January 30, 2016, 02:15:24 PM
I researched the 'automatic power switch', but it's not showing up under Power or Misc. Where can I find it? My only next researches are timed switches or automatic enemy switch.

Finished research: http://i.imgur.com/MXTdA4p.png

Power menu: http://i.imgur.com/QH41ETG.png
#4
Where does this mod save its presets? For example, if I want to export/import presets I made on another PC, where can I find the files for my saved colonists?

E: Nevermind, its in the one Appdata folder I didnt check!
#5
Quote from: JKTD1919 on June 28, 2014, 01:35:04 PM
You could try suspending that bill, or deleting it altogether, and then making a new bill. See if that works better than rebuilding the kitchen.

Suspending/Deleting the bill and re-adding didnt seem to do much. It only happened with the Kitchen, not the stove. Ive been taking to only building the Kitchen when the room is completely done.

I'd love for an alpha5 update too, really like the storage racks for food.
#6
I seem to have hit upon a bug where a citizen who has enough skill to use the Kitchen (he was cooking fine meals) at some point just stops doing his job, even though the Bill (Do until 15, with 0 meals whatsoever in storage) isn't fulfilled. I don't have a cook stove anymore (since I was using the kitchen for everything), but even with no tasks except Cooking - he just stands around. He was doing fine before, but 'something' triggered it so he stops.

The only way to fix this is to rebuild the Kitchen furniture, once I did that he's now making fine/lavish meals again with proper priority. For what it's worth, I was modifying the actual kitchen structure it was in, including doors, and I've had a solar flare incident. Any of those could possibly have caused it.

Edit: From further testing it seems to happen every time the kitchen geometry changes, for some reason? Build a room, build a kitchen and assign a fine meals/simple meals job - no problem. With bills still unfulfilled, change some of the pathing-specific geometry of the room (open one new entrance, close an old one) . result: bill will no longer be fulfilled until you rebuild the kitchen
#7
Do geysers naturally run out at some point?

I ask because I have a geothermal plant that's supposedly putting out 3600W, I have a connected rate of 700W and batteries connected directly to the plant, but the only time they charge is when the solar (on the same circuit) is active. At night the connected rate drops to -2000W which is very confusing.
This only seems to happen after saving a game, quitting, and then loading the saved game - which is understandably annoying. 

Has anyone else seen this?

I just checked, and the "connected rate" (which is guess is power supply vs demand?) goes into the negatives at night, even though the Geothermal plant is still outputting more:

Local batteries connected:
http://i.imgur.com/VGSYBiB.png

Power stats at night:
http://i.imgur.com/c6FFwRp.png

All of the stored power is generated only by the solar panels I built because that geothermal plant is wigging out. I'm using some furniture mods now, but this specific problem also happens in vanilla savegames.

Here's a vanilla savegame where the problem happens, actually the first save where I noticed it happening:  the geothermal plant is connected to everything, it's outputting 3600w, but the 'connected rate' is 0W and batteries will not charge.
Link: https://dl.dropboxusercontent.com/u/697170/Rimville.rim

In this specific save it should be easy to see:
- Power output is 3600W, connected rate is 0W despite conduits
-  batteries aren't charging.
- Rebuilding the geothermal plant doesn't fix it

Conduits in save:
http://i.imgur.com/gI8tyPv.png
Connected rate:
http://i.imgur.com/WvOccXZ.png


Tech info:
Alpha 4f build on Windows 7 using windowed mode.