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Messages - mipen

#436
Quote from: Kulverstukass on November 20, 2014, 02:59:38 AM
Quote from: mipen on November 20, 2014, 01:59:52 AM
I am very glad you brought this to my attention! :D I have fixed the issue, it was a really simple, stupid mistake :P basically when saving two variables, I forgot to change the name tag of each variable, so the second one was overwriting the first one, which caused the droids to not require power. I have fixed that now, and also added the abillity for you to set the priority of jobs that droids do.
Awesome, everything just awesome.
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?
Oops, that was a bit of an oversight on my part, I'll get that fixed as soon as I can :)
#437
Quote from: Kulverstukass on November 20, 2014, 01:18:29 AM
Quote from: mipen on November 19, 2014, 05:45:53 PM
Hmm, does this happen to every droid on the map when you save/reload? Or only a couple at a time? Are they charging when you save/reload and it happens then? I'll have a look when I get home and see if I can't figure out what is happening
Yep, after loading savegame, everyone of them stops consume their batteries power. Numbers just freezes.
I did have around 15-19 droids and just ~6 charge pads, so there is no way that they all will be standing on them at a moment of save.
I am very glad you brought this to my attention! :D I have fixed the issue, it was a really simple, stupid mistake :P basically when saving two variables, I forgot to change the name tag of each variable, so the second one was overwriting the first one, which caused the droids to not require power. I have fixed that now, and also added the abillity for you to set the priority of jobs that droids do.
#438
Quote from: Shinzy on November 19, 2014, 07:08:09 AM
Just a hello from all my droids! ( one of them got turned into Werewolf-human/droid hybrid after couple very tragic and unfortunate turns of events involving Tradeship, Jellies werewolf mod and morbid curiosity and Full-moon



(Would it be possible to get different paintjobs/and/or bodytypes for each droid type? I mean on the 'code' level! I'd know someone willing to provide the needed sprites)

Th-th-that's all folks!
That is an interesting change in fortunes for that poor droid :P Yes indeed they certainly can have different textures!  If I could figure out how to do it, I could add parts that are coloured  differently for each type, like how to stuff system works. I'm not too sure how that works though D:
#439
Quote from: Kulverstukass on November 19, 2014, 07:03:47 AM
Welp, droids still have that self-sufficient "problem". It starts after save/load, even with actual mod version, where droids have 750w batteries (pre-release, which I managed to accidentally download does have 500w droids).
Also, they are overall great, fast, industrious, with just a bit of power requirement.
Hmm, does this happen to every droid on the map when you save/reload? Or only a couple at a time? Are they charging when you save/reload and it happens then? I'll have a look when I get home and see if I can't figure out what is happening
#440
Quote from: superiorx on November 19, 2014, 05:54:45 AM
Quote from: mipen on November 19, 2014, 01:31:46 AM
Quote from: superiorx on November 18, 2014, 09:47:35 PM
Hi Mipen,
Thanks for the latest update to this great mod, finally I can have my mechanical army. I did however have a problem (my apologises if I did something wrong), after researching Droids & all other related Droid research I was unable to find the Droid Assembly in the Production Tab, I had to enter god mode to build it. Besides that I'm really loving this mod, thanks again for your hard work in creating this.
Thanks for letting me know! I've fixed the research problems and added a cooking droid too. Let me know if you find any other problems

No problems at all, thank you for the quick fix :)
I noticed that the Logistics Droid prioritises cleaning over hauling, despite hauling being given higher priority, is this intentional?
I'd say this is purely a case of alphabetical order :P each droids has a list of jobs it is allowed to do, and it just so happens 'c' for cleaning comes first :( I'll fix this and make it so the player can choose the priority of the droids' jobs. Thanks for letting me know :)
#441
Quote from: Kulverstukass on November 19, 2014, 03:26:15 AM

Quote'Droid,' can't get rid of the comma unfortunately
In Edb interface it's not shown on top list of colonists and i've mostly cares about naming just to see, if i have enough droids for required work, and to separate expendable 'logistics' from others, but as i've just noted, droids can wear clothes, so it's not a problem anymore. And carry guns, even w/o be able to use them, so i can mark logistics with something cheap to mark them for manning turrets. Mwa-ha-ha, silly raiders.

In a balancing note - droids are very cheap, it's good for logistics-type, but others, in my personal taste, should require some related materials, like plasteel for mining ones, for their drills, silver for better conduction for crafting model, as they need to birth-charge newly created droids, maybe gold for constructing droids for balance purpose and surely at least a bit of uranium for every specialized models.
I'll rename each model so that they are named for the job they do, not sure why I didn't do that in the first place :P and yeah, I just put the metal as a placeholder cost for now. I'm working on adding in intermediate crafting for special resources for the droids, which will make them harder to get. I I just wanted to get them out there first :P
#442
Mods / Re: [Mod Idea]Warp Core - Astraal Drive
November 19, 2014, 03:41:14 AM
This actually sounds like a really good idea! It would be really nice to be able to carry your wealth and colonists over to a new colony and start over, only at a higher level. Maybe each time around increases the difficulty? So each colony gets harder to survive as you have higher starting wealth. But I'm loving this idea! Edb might be the one to talk to about this, he has managed some impressive things using ui and saving/loading things
#443
Unfinished / Re: [WIP] Standardized Materials
November 19, 2014, 03:24:53 AM
I think all the basic metals should be in the game; iron, tin, copper, aluminium. And then some metals that don't occur naturally, like bronze and steel. For steel you would need charcoal or coal to make. It would be really nice if Tynan put these into the game and gave them resource categories - like oreIron for iron, so that a modder could put in a new metal, and have it be able to be used as an iron substitute in recipes (like the minecraft forge ore dictionary)
#444
Quote from: Kulverstukass on November 18, 2014, 05:29:28 AM
Quote from: eatKenny on November 18, 2014, 05:02:28 AM
i was thinking a combat drone like the drone from movie "oblivion", which i suggested in haplo's "MAI" mod a while ago(maybe as MAI's badass boyfriend).
That's great, small fast-moving and lightly, but still armored with something like double UZI, or even LMG - it perfectly fits for hit'n'run harassing, and overall combat when it's not a crowd of power-armored minigunners, and complements  something like a walking lasgun-turret, who's tanking with shields and more bulky chassis. Both may be with lategame "mk2" version with minigun/laser minigun, for good cost of uranium, plasteel, gold,  and so on.
But let's see that walking crematorio-stripper first.
These are things I really want to do aswell! But don't come up with ideas of too powerful droids, because soon I will make them available to raiders >:D And there may even be waves of rogue droids ready to assault your base on the way too!
Quote from: Kulverstukass on November 18, 2014, 05:29:28 AM
I almost forgot - Craft and Medic droids doesn't consume power, not sure was they behaving like that after crafting and first loaded, but right now they self-sufficient. And they able to product more droids, and repair them (with medkits in medbed, but still). Rise of the machines? :D
P.S: Looks like sometimes they consume power, and sometimes they don't, even some logistics droids, but also at some moment they become normally and power goes down normally. Didn't noticed anything about why. Maybe save/load, as all old droids affected by this regardless of type, and all new logistics behave normally.
And after save/load same-naming stopped, for newly crafted droids, they just "Droid", not like first generation "Droid1".
Hmm, do you know what you did to lead to this behaviour? Or did they do this as soon as they were built? I have it so that they should all be called 'Droid,' can't get rid of the comma unfortunately. You might have accidentally download an inDev version of the mod though, I accidentally synced it to the download link which was a mistake haha. Let me know if the problem happens again and I will have to try to recreate it and see how I can fix it
#445
Quote from: superiorx on November 18, 2014, 09:47:35 PM
Hi Mipen,
Thanks for the latest update to this great mod, finally I can have my mechanical army. I did however have a problem (my apologises if I did something wrong), after researching Droids & all other related Droid research I was unable to find the Droid Assembly in the Production Tab, I had to enter god mode to build it. Besides that I'm really loving this mod, thanks again for your hard work in creating this.
Thanks for letting me know! I've fixed the research problems and added a cooking droid too. Let me know if you find any other problems
#446
Mods / Re: Robots!
November 18, 2014, 04:41:13 PM
My mod mechanical defense 2 let's you build robots for your colony, and I'm working on adding the option to rebuild centipedes and scythers that will be under your control
#447
I really like the idea about the Drone! That's something I wanted to add, so I'll add that to my list of droids.
Quote from: Timber on November 18, 2014, 11:58:43 AM
Exactly what I've been looking for, but could you possibly make it modular?
By modular, do you mean have the droids stand alone? Or each part of the whole mod optional?
Quote from: ianfkyeah on November 18, 2014, 12:17:40 PM
I'd really like just the drones, is that a possibility?
that is definitely something that will happen, however I have exams at the moment, so I may not be able to work on the mod for the next week or so
#448
I was hoping someone might be kind enough to do some nice looking textures for some things I have in my mod Mechanical Defense 2.
I do realise it is quite a long list and a big ask for somebody to do, but you would be fully credited and anything done would be greatly, immensely appreciated :)
What I would need is:

- A 2x1 'chest', which has two sort of mechanical 'mouths' or openings in the centre of each half. My attempted drawing is shown below.


- A 3x3 building called a fissure generator which is a machine that digs holes in the ground. Not many ideas on how this could look, but the current texture is shown below


- A 1x1 'fissure' which is basically a crack in the ground. Preferably would blend into the floor, kind of like the steam geyser does. My attempt is below


- A 2x3 oil derrick (As reference: https://www.google.co.nz/search?q=oil+derrick&client=firefox-a&hs=M8L&rls=org.mozilla:en-GB:official&channel=fflb&source=lnms&tbm=isch&sa=X&ei=_w5rVMDcCKXXmAWJ6IL4Aw&ved=0CAgQ_AUoAQ&biw=1920&bih=969)

- A 2x1 machine that takes oil in and outputs barrels of oil. Not many ideas for this one, but maybe some sort of control panel, and it would need to be dirty and worn, maybe with oil spattered over it

- A 1x1 barrel of oil. Maybe just a simple barrel with some rust on it and an oil droplet on the front as a sort of logo.

- A 1x1 ruby. Just a nice looking ruby that would fit the aesthetics of rimworld. My attempt is below

#449
Quote from: Kulverstukass on November 18, 2014, 03:13:26 AM
Also, sort of problem with storages - anything stored in them doesn't counts as it would in designated storages.
Yah I know about that, but I don't think there is anything I can do about it at the moment, at least not that I know of :( I'll have to look around in the code and see if I can come up with a better way to do them.
Quote from: Kulverstukass on November 18, 2014, 03:13:26 AM
And another problem - renaming any driod leads to renaming everyone of them; Newly created driods will have same name as already created ones.
I hadn't really intended for the droids to be named. The idea I had of them was to be mostly autonomous, nameless things that share the same space as your colonists. They don't talk or interact with them, excepting when they do the colony's laundry. It's interesting that naming one changes them all - I guess because they all share the same backstory and it is constantly refreshed if it ever changes to something that is not a droid story. The backstory keeps them from doing things the shouldn't be. I can look at adding names to them and finding a better way of handling the backstories, but they are very fiddly and often lead to breaking the game with even the slightest mistake made D:

Quote from: Kulverstukass on November 18, 2014, 03:13:26 AM
And not to be just bad news messenger i have a suggestion - Droideka droid. It would requires some "interacting" with Jaxxa for personal shield feature,  and Rikiki for that authentic PEWPEWPEW lazors from his Mining&Co Security. But, wasn't it worth it?
Great idea! :D I'll get in contact with them and see what I can do
#450
Quote from: Kulverstukass on November 18, 2014, 03:13:26 AM
Crafting, Growing and Mining droids have constructions/repair settings enabled.
Someone hijackaing their BIOS, some rogue clocksmith?

Quote
strip corpses
OHMAHGERDYES
Even w/o function of searching items, like power armors or anything made of hyperweave, it would be awesome.
Yah, the WorkTags that those jobs require are also used by the construction and repairing jobs. There is no way around this currently. However I have made a job finder for the droids that will only give them the jobs I say they can have. You will still be able to force prioritise them to do something they're not supposed to, but they will only do it once. But yeah, there's no way around this, will just have to wait and hope tynan changes how backstories work with colonists