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Messages - mipen

#421
Quote from: Kulverstukass on November 22, 2014, 05:14:43 AM
Maybe there is simple way to, like, copy your walls def within mod to make sort of "mech.wall_1" as i'm want to make it spawn embrasure instead of a passable empty tile? Or it's .dll reliable and i should ask for such an feature? Then i'm, would like an option of a wall that not just retracts itself into the ground, but also holds an embrasure on top, and it becomes available to shoot through them while solid wall is retracted/hidden.
Version 2.2.4 now has embrasures as an option for mechanical walls :)
#422
Quote from: Vas on November 23, 2014, 04:08:29 AM
1) https://ludeon.com/forums/index.php?topic=3859.0
Animal Genocide :P  From the TTM mod.  It has a lot of issues with the droids in this mod.  :P  Don't suppose you'd be able to find a way to make some sort of compatibilities?  Or maybe work with him to make it ignore the droids in all events?

3) Very good, that'll help make conveyors more useful.  :P

2) Is there any risk to larger fissures or disadvantages at all?  Might be interesting if the fissure image was also larger or maybe a differently shaped hole based on the size.  Here are two crappy images I just edited.  xP
&

Basically, a medium would be a sort of X crack in the ground, and the large one would be * shaped.  :P
Oh right :P I'll have a look at seeing how I can stop droids from being affected by that event. Are there any others that affect them?
I like the look of those. I'll change the fissures so they have different textures, maybe even have multiple different ones for each size to give some more variety :O The only disadvantage to the different sizes at the moment is the amount of time it takes to create it. But later on I am going to add some random events that happen based on the size of the fissure; the larger the fissure, the greater the severity of the event >:)
#423
Quote from: Kulverstukass on November 22, 2014, 10:08:21 AM
Thats great to hear, but on the dark side droids started sharing their custom names again. Pre-crematorio naming was fine, btw.
In the latest release (2.2.3) this should now be fixed :)
Quote from: Kulverstukass on November 22, 2014, 12:26:19 PM
False alarm about Ore extractor stopping production, looks like i've noted nothing near them right after loading game and then when droids already carried materials away. Still, settings resets to Metal each time.
This should also be fixed in the latest version :)
Quote from: Vas on November 22, 2014, 03:09:02 PM
3 things,

The event that kills all animals, kills all droids and destroys half my base because of their explosions.

What does the small, medium, and large fissure do, like what's the difference between them?

And, the ore extractor absolutely refuses to export any metal if I build a wall 2x thick all the way around it, and leave a loader from the conveyor at the original metal spawn spot, I was hoping it'd drop the metal right into the loader.  Otherwise, conveyors become useless because you can't automate things.
1) I'm sorry, but I have to admit that made me laugh a bit :P Do you know what event that is called? I'm not sure which one it is that kills all animals, I've never had that one ;o
2) Different fissure sizes produce different materials. The larger the fissure size, the rarer the materials that are available to be produced. So currently a small fissure can only produce metal and rock chunks, whereas a large fissure can produce metal, rock chunks, silver, gold, uranium and plasteel. When using the Fissure Generator, the larger the fissure size you select, the longer the process will take.
3) In the latest version (2.2.3) I have changed how the extractor works. It now has an interaction square which is where materials will be placed, and they will add up to make one massive stack. If a conveyor loader is directly attached to it, it will place materials on that instead
#424
This is great JuliaEllie! :D Great work, definitely looking forward to doing some new effects :)
#425
Quote from: Kulverstukass on November 22, 2014, 05:14:43 AM
Maybe there is simple way to, like, copy your walls def within mod to make sort of "mech.wall_1" as i'm want to make it spawn embrasure instead of a passable empty tile? Or it's .dll reliable and i should ask for such an feature? Then i'm, would like an option of a wall that not just retracts itself into the ground, but also holds an embrasure on top, and it becomes available to shoot through them while solid wall is retracted/hidden.
I've messaged Jaxxa about it, and if he says that it's okay then I'll add it in :)
#426
Quote from: Kulverstukass on November 22, 2014, 04:18:27 AM
Quote from: Vas on November 22, 2014, 04:04:19 AM
Well, I have an updated version now, and can not make any silicon, nor can I or have I ever been able to make fissures or use that building at all.  I had to buy it off a trader, and I now have all the required ingredients to make a droid, but my colonists absolutely refuse no matter what, to make it.  I don't know why.
I did have near same problem, when bills didn't show something new from Mech-Def, rebuilding that table helped.

Also, Ore extractor not just resets settings which Material to extract to Metal, but stops working (spawning mats) at all, not stopping consuming power though. It's related to save/load.
I've posted some installation instructions on the mod page. If you don't follow those steps when you install, it can lead to problems in game :) I'll look at the extractor and see if I can't fix it not saving the settings
#427
Quote from: Vas on November 22, 2014, 04:04:19 AM
Well, I have an updated version now, and can not make any silicon, nor can I or have I ever been able to make fissures or use that building at all.  I had to buy it off a trader, and I now have all the required ingredients to make a droid, but my colonists absolutely refuse no matter what, to make it.  I don't know why.
Something I've realised after reading your post, is that the game must be restarted after activating the mod in the mods menu. This is because I have added a GameObject which injects the recipes in to the vanilla tables when the game loads. So, the process for installing this mod is:
-Delete any old versions first.
-Download the latest version from the provided link.
-Open the zip folder and drag into your RimWorld mods folder.
-If you wish to use the Miner part of the mod, go into the Mechanical-Defence-2-master folder, and open Addons -> OreExtractor. Drag the two folders inside this zip file into Mechanical-Defence-2-master -> Defs, select yes to merge all. There shouldn't be anything that needs to be overwritten.
-When all of this is done, run RimWorld, go into the mods menu and Activate Mechanical Defense 2
-Close RimWorld completely (exit to desktop), then run it again. When it opens, press the tilde key ('~') to open the console. In the console, there should be a message that says: "Started MD2 recipe resolver". If you get that message, that means the mod has started correctly and will run. If you do not get that message, something has gone wrong, and you will need to try the install process again. If it doesn't work again, message me and I will see what I can do to help.

I'll stick that onto the mod post so everyone can see how to install the mod properly. What troubles have you had with the Fissure Generator?
I've just downloaded it and play tested it, and everything is in working order for me, so hopefully everything will be fixed for you aswell :P
#428
Quote from: Kulverstukass on November 22, 2014, 02:54:34 AM
QuoteSilicon

Sand from Rock chunks on Stonecutting table; Silicon from sand in Smelting furnace, where Metal slug is processed into metal.
Yup, that's right :)
#429
Quote from: Vas on November 22, 2014, 02:03:43 AM
Yes, I did say upgrade energy storage.  :P  I'd like to be able to upgrade them.

I encountered a bug where I loaded a quick save, and the 5 I had no longer required energy, their energy counters all froze.  I downloaded the latest one as of yesterday and noticed none required circuitry. 

Can you get me a list of all the worker disable types for me?  I have been trying to make a spreadsheet with -EVERYTHING- in it possible for a character to be created, but it is a huge pain in the ass.  I got all possible backstories, I just can't find some way to parse the backstory XML file in such a way that I can import it into spreadsheets yet.
https://docs.google.com/spreadsheets/d/1a-2fa75FNirIbgMPCLbZZU1PObIT55BLMxersJA8Imo/edit - Look at Worker Disabled Types tab.  I don't think I got them all or know what they all disable.  :P

I wonder if it's possible to create new disable types for the game.  Hmm.  But I do notice your logistics drones refuse to haul unless they clean first no matter how I prioritize them.  I've also noticed the game places "colony settler" invisible and stays frozen in it's spot when I use spawn pawn method to try and place one.  :P

Not droid related, I wish your walls could be made automatic, so door like for anyone with the door key.  :P  I decided not to use the walls anymore, consumes way too much power and the enemy just attacks it like they would any normal wall anyway, so I don't see the advantage other than being able to lower any wall at all.  Plus the wall becomes un-deconstructible once you have lowered it.
Ah, I thought so :P
I have fixed that bug where they don't use power, and I have checked and they are definitely using circuity to be made. You must have an older version.
The WorkTags are:      None,
      Intellectual,
      ManualDumb,
      ManualSkilled,
      Violent,
      Caring,
      Social,
      Scary,
      Artistic,
      Crafting,
      Cooking,
      Firefighting,
      Cleaning,
      Hauling,
      PlantWork,
      Mining
It's not possible to add to these as they are hardcoded into the game. To see what work types have what tags, go into the WorkTypeDefs folder and open the file there.  Again, I think you have an older version where they do not check the priorities. You need to use the Droid Assembly to spawn in the droids, I have written a spawner for them that the Debug tools doesn't use, so they won't work unless you use the Droid Assembly. Turning on god mode will unlock all recipes.
Interesting idea about the walls, I'll have a look at making them. The problem with them not be deconstructible was because I had forgot to set them to the player colony when they were toggled. I've fixed that now. I've also reduced the energy they require. As of posting this comment, everything you've mentioned should be fixed, so if you download it again after reading this, you should have the most up-to-date version :)
#430
It would be really nice to be able to define new mote textures :) I went looking for a workaround on how to do this, but since I can't see the def for motes that are created by the MoteDefGenerator, I couldn't make a new one
#431
Quote from: Vas on November 21, 2014, 08:36:15 AM
You replied in the time it took me to test some things on droids and come up wit ha few more ideas so I'll post them below :P

idea 5, I also agree that droids should take more resources to build.  All of them really.  Not just a single stack of metal.  Mining droids should consume a bit more plasteel as well for the drill.  But all of them should consume a mix of all the materials basically.
50 metal, 5 plasteel, 20 silver, 5 gold, 1 uranium.

idea 6, deconstruct droid, gives 75% of the materials back, uranium is lost.

idea 7, research higher storage for droids, requires droids to go get an upgrade at the crafting station.  So along with adding the deconstruct from idea 6, you add upgrade droid as well.

Anyhow, so you can't make mining droids remove construction and repair checkboxes at all?  And is it a possibility of adding a droid repair option to the bench?  Or a droid repair bed/pad where they can go to be repaired?
Some good ideas! :) the deconstruct one is really good, I really like that one. And yeah, I agree that they should cost more. Have you tried the updated version where they require circuitry? I would like to add research options that upgrade the droids as well. What do you mean by upgrade their storage though? The energy storage?
No it's not possible to disable the construction checkboxes from the mining droids. The way the checkboxes work, is that each one has a set of WorkTags that the pawn must have in order to be able to do that work. Construction and repair only have ManualSkilled, whereas mining has ManualSkilled and Mining. This means that to have mining enabled, construction and repair are also enabled. However, I have given each droid a list of work that they are allowed to do, and when the ai is searching for work for them to do, it will look at this list and only assign them work that matches what is in that list. Unfortunately you are still able to force the droid to prioritise a job it is not meant to do like repair something, but it will only do it once and won't do it without the player telling it to. As far as I know, there is no way around that
#432
Quote from: Vas on November 21, 2014, 07:19:17 AM
It would be nice if droids weren't treated as colonists.  Also, some of your droids, such as mining ones, also get the construction/repair tags, and all of them get the medical treatment tag when they can't use beds or even seem to be repaired in any way.

So, idea 1, a droid medical bed, where a droid goes to be repaired by someone with the repair skill, taking metal.

Idea 2.  Sleep mode, consume a lot less power.  This way you can turn droids off for a longer period of time.

idea 3, if droids are going to continue being counted as colonists, it would be nicer if they had their type as the name, not just droid, .  Funny that all of them are named droid with a comma.  Logistics Droid, Mining Droid, etc would be much nicer.   :P  However, I don't want them to count as colonists, my events keep triggering with droids and such, like "droid has found 7000 metal, but if he gets it, he may never come back but you still get the metal" -well gee, I can always build another one for 75 metal, why not?- "you killed your droid, but you got the metal!  we'll all morn the loss of droid." -No we won't, got a new one already.-

"Droid cried in his sleep, other droid had to wake him up" or "droid made meat jerky all for himself and hid it somewhere, other droid tried to steal it but droid jumped out.  IT'S A TRAP!"

Yea, droid counting as a colonist gets a bit annoying after a while.  :P

Any ideas on changing the deep storage unit?  Also, could you make the deep storage unit change with material too?  So I can choose a wooden style or a metal clean style.  I don't like that I have a wood style thing in my plasteel walled plasteel doored base.  :P

idea 4; droids drafted will consume less power as they are not moving around or doing anything.  More than sleep mode, less than normal.  Would be nice if droids consumed power when doing a job and moving really.  Instead of just a constant drain of the same amount of energy.

Oh, and droids require beds to make the colonists need beds option go away.  It's a bit annoying to require 40 beds for 4 humans and 36 droids that don't use them.
A lot of the problems you mentioned about droids being treated as colonists are unfixable. Attempting any sort of work-around causes very bad things to happen and massive red walls of errors. Hopefully Tynan makes it a bit easier to add pawns in, especially to the player faction. As such, they are still mostly regarded as 'human' by the game, and still restricted to human rules (like needing to eat, sleep etc) and being prone to receiving random incidents. There is nothing I can do about this at the moment, but I am doing my best to try to hide the fact. That comma after the name is another thing hard coded by the game which I cannot change :P But I have added the type of droid after that, so now you can check which type of droid it is. In the next release, droids will have an on/off switch to help conserve power, and I will look at adding an 'idle' state, where they consume much less power
#433
Quote from: Kulverstukass on November 21, 2014, 02:59:05 AM
Being retracted into the ground Mechanical walls still doesn't allow to shoot over them.
Surprise "disappearing wall in front of machineguns" cancelled in our circus.
Ah, thanks for letting me know! :) I have fixed it now, people are able to shoot over them, but they don't provide any cover at all when retracted
#434
Quote from: jabbamonkey on November 21, 2014, 01:17:42 AM
Had some questions about your textures....

For the 2x1 chest... I can easily do a chest image.  I'm not sure what you mean by
"mechanical mouths"?  I think of a standard chest as opening with a lid.  Please clarify... thanks.

For the 3x3 fissure generator ... It sounds similar to the geothermal generator (which technically uses steam to generate electricity). Is the fissure generator supposed to harness whatever is emitted from the fissure?

For the 2x3 derrick - check out Minami Tech Tree... thats a mod that uses oil, oil pumps and refineries (I have images that I created for the oil spot, and the refinery, but haven't touched the oil pump - because I never used it in-game).

For the oil-to-oil-barrel machine - check out the Minami Tech Tree mod ... you can place an oil pump onto of an oil patch, and that produces oil. Or you can place a refinery ontop of the same oil patch, and it will create a can of refined oil. This might be a good solution (and make the oil-to-oil-barrel machine unnecessary)

The oil barrel and ruby are pretty obvious...
It's not so much a chest per-say, I just didn't know what else to call it. It would have two openings in the top that look like the centre area of the right hand side image:

That would be the opening of the 'chest' through which items would come through.

The fissure generator doesn't actually generate power, sorry for the misleading name. It creates a crack in the ground (the fissures) for my miners to use. It would sort of be like a big drill or have some attachments like this digger has:

Ah thanks for the tip on TTM, I'll check it out =]
#435
Help / Does anyone know how to write a WorkGiver?
November 20, 2014, 08:53:40 PM
I was wondering if anyone has managed to write a WorkGiver. The IEnumerable PotentialWorkLocsGlobal is hidden so I cannot see how it works. Does anyone know who could explain it to me? Thanks for any help