[A11b] Superior Crafting: Kobayashi Maru! v0712

Started by Abrexus, March 26, 2015, 04:34:24 PM

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erathia


Bonjour

Hello,
i've just downlaoded this mods. fantastic work.
I have a question, i can search the power I and II, but i cannot search for the power III.
Do I have to search smth else or ... ?!?

Thx a lot anyway, cheers

Abrexus

Quote from: Bonjour on June 22, 2015, 05:58:38 PM
Hello,
i've just downlaoded this mods. fantastic work.
I have a question, i can search the power I and II, but i cannot search for the power III.
Do I have to search smth else or ... ?!?

Thx a lot anyway, cheers

Yes, Power III requires Power II & Crafting II

Bonjour

Quote from: Abrexus on June 22, 2015, 06:04:07 PM
Yes, Power III requires Power II & Crafting II
Ok, i'll continue a bit.
i've just found how to find construction II :)

I have an other question; how does the generator hopper works?

I have some kindlings close to the generator, but impossible to put it in the hopper.
(i can provide a sreenshot if you want)

thx a lot :)

tirramissu

Will quantum stockpiles be added?

Abrexus

Quote from: Bonjour on June 22, 2015, 06:42:14 PM
Quote from: Abrexus on June 22, 2015, 06:04:07 PM
Yes, Power III requires Power II & Crafting II
Ok, i'll continue a bit.
i've just found how to find construction II :)

I have an other question; how does the generator hopper works?

I have some kindlings close to the generator, but impossible to put it in the hopper.
(i can provide a sreenshot if you want)

thx a lot :)

You sir have found the first bug  ;)

Updating now, look for the new version shortly!

Bonjour

Also, here 2 screenshots with the search screen. I don't really understand how to go to lvl 4 in differents work.
I cannot find Crafting II or the others work.

Also, all my plantation aren't growing, and stay at 5%. Is it because i  have to put some mulch?
I thought mulch was improving the groth, but not a necessity.

Thx again, cheers

[attachment deleted due to age]

Remorium

Question, in the future, could there potentially be a worktable or something like that where you could mend clothing and weapons? It'd be an interesting idea and it's a function that would make this mod even better. (Honestly the main game could use it too.)

Abrexus

Quote from: Remorium on June 22, 2015, 07:43:15 PM
Question, in the future, could there potentially be a worktable or something like that where you could mend clothing and weapons? It'd be an interesting idea and it's a function that would make this mod even better. (Honestly the main game could use it too.)

Yes, I am working on that currently along with adding back in Soylent Green.  I will most likely make it an optional expansion as some prefer not to have the mending option.

tirramissu

I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

Taikun

Quote from: tirramissu on June 22, 2015, 07:47:38 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

I'm having this problem too... definitely this mod causing it because they grow fine when SC is disabled.

SPARKIE430

Same problem here... I can grow flowers in the same growing zone but no rice or taters... lol

Abrexus

Quote from: Taikun on June 22, 2015, 07:55:14 PM
Quote from: tirramissu on June 22, 2015, 07:47:38 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

I'm having this problem too... definitely this mod causing it because they grow fine when SC is disabled.

Fix #2 incoming!  Thanks again guys for all the help!  This really makes it easy for me to get this working at 100% as soon as possible!

dismar

#748
Hey Abrexus , beany was telling us the other day that if you add :


QuoteHowever there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:

<building>
  <isMealSource>true</isMealSource>
  <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
  <heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>

His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.

Just a helpful tag for ppl with meal sources :)

Abrexus

Quote from: dismar on June 22, 2015, 08:44:33 PM
Hey Abrexus , beany was telling us the other day that if you add :


QuoteHowever there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:

<building>
  <isMealSource>true</isMealSource>
  <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
  <heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>

His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.

Just a helpful tag for ppl with meal sources :)

Excellent!  Added for the next update!