[MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]

Started by Abrexus, August 14, 2014, 07:39:00 AM

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What do you think of the shooting range?  Would you like to see more skill enhancing buildings?

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Voting closed: August 23, 2014, 06:24:29 PM

Abrexus

Version 2.0 is out!  Lots of new features and balance changes.  Please take a moment to post any bugs you may encounter, and I'll gladly see what I can do to resolve them.  This will require a restart and is not compatible with older versions.

Abrexus

Quote from: thrashingmadpl on August 27, 2014, 12:28:54 PM
Hi. First of all, I would like to thank and congratulate Abrexus for an excellent work on the mod. Really nice mix of complexity and progression added to the base game. I've grabbed 1.6 version some time ago, and started let's play series. Unfortunately, it turns out that in this version 'Siege Bug' still persists. I've already invested quite a lot of work into the series, and would rather not abandon it now.

So the question is, can I somehow fix this 'Siege Bug' on my 1.6 version of the mod? Or perhaps even upgrade my savegame to v1.10? I would greatly appretiate some help. :)

Oh, and here's linky to my LP (Polish language though) https://www.youtube.com/watch?v=MLeqeSKDBIc

If you edit the Buildings_Security.xml and add the tag <li>Artillery_BaseDestroyer</li> under building tags to any of the mortars, it will fix the problem.  Thanks again for the great LP!

thrashingmadpl

Awesome, thanks. :) Would this fix a problem with besieging AI not getting resources to build their camp (in my test-run they decided to grab sand from my base)?

MrWashingToad

Quote from: Abrexus on August 27, 2014, 03:47:55 PM
Version 2.0 is out!  Lots of new features and balance changes.  Please take a moment to post any bugs you may encounter, and I'll gladly see what I can do to resolve them.  This will require a restart and is not compatible with older versions.

Thanks for the mod Abrexus!! Will be trying it out momentarily!

edit 1: So far, got into game, no loading errors. Looks good so far - will update as play continues.
edit 2: Graphics on furniture selection. Saved, exit and reloading fixed this.
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Abrexus

Quote from: thrashingmadpl on August 27, 2014, 04:51:04 PM
Awesome, thanks. :) Would this fix a problem with besieging AI not getting resources to build their camp (in my test-run they decided to grab sand from my base)?

Yes, that fixes the problem...the reason it happens is if there is no mortar with that tag in the xml file it interrupts the base building portion of the siege script, and they never get their drop pods with supplies....adding that line allows the script to complete.

thrashingmadpl

#170
Excellent - keep up the good work. :)

MrWashingToad

Is there a way to clarify the "healing" vs. "treating" the colonist orders? Treating to me should be bandaging, but it seems to be the other way around - it's a bit confusing. Can we get it named so bandaging the injury is called 'triage' and healing is the normal bring food to them, etc?
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JuliaEllie

Quote from: Tasher on August 27, 2014, 05:36:52 PM
Is there a way to clarify the "healing" vs. "treating" the colonist orders? Treating to me should be bandaging, but it seems to be the other way around - it's a bit confusing. Can we get it named so bandaging the injury is called 'triage' and healing is the normal bring food to them, etc?

This is not a mod issue - the "healing" vs "treating" thing is a vanilla feature.

just_dont

One minor issue noticed so far: stone embrasures are available to build as soon as you get "Security I", not the special "Embrasures" research (which does nothing).

Krantz86

wow, and i mean wow, i think i'm drooling...all this new stuff and my last colony just made it to the stars!
i think a new colony is about to be founded or well.. crash-landed!

MrWashingToad

I know the vanilla feature, but looking at how much else is changed, was hoping mod could clarify it - I should have listed that as a feature request.

The research 'Specialized Turrets (manned)' text doesn't show correctly - can you limit the spacing between the lines?
Also - on the Food Synthesizer description: change 'past' to 'paste' and 'nutricous' to 'nutritious'.
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Abrexus

Quote from: just_dont on August 27, 2014, 06:33:41 PM
One minor issue noticed so far: stone embrasures are available to build as soon as you get "Security I", not the special "Embrasures" research (which does nothing).

Good catch!  Fixed in the new download link from Nexusmods.

Thank you!

theubie

Hmm.  I've got parts for the Let's Play I was doing on 1.10 in editing.  I'll get those done and think about doing one for v2.  Looks good so far though.

Abrexus

Quote from: Chaplain on August 27, 2014, 05:30:56 AM
I have to say I love this mod.  I would kinda love to see some way to replace existing walls implemented if at all possible.  Nothing infuriates me quite as much as having to tear down all the existing walls in a camp in a manner that doesn't cause cave ins, then replace them with the newly researched type of wa-- ah crap the researcher found the powered type of the same wall...  I get that it makes planning more important but still it would make life easier.

I was going to add that in this update, but there is a change in the way the game reads power transmission, and as far as I can tell the value is now read only...so I couldn't figure out how to toggle it so the walls wouldn't have to be rebuilt.  I did change the build requirements though so you only have 1 resource needed for walls to eliminate the hauling problem.

Abrexus

Quote from: Killaim on August 27, 2014, 02:47:06 PM
having issues with dismantling power armors and armor vests the pawns will never do the jobs - and one time i saw a pawn going around from armor vest to armorvest carrying one (with the job saying -deconstructing) but he would walk from vest to vest

using the apothecary addon

Fixed in the current version.  I had the quantity set wrong in the recipe xml.