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Author Topic: [A11b] Superior Crafting: Kobayashi Maru! v0712  (Read 443447 times)

Der_Doodle

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1050 on: July 28, 2015, 05:47:28 PM »

I am pretty sure that I could use a Personal Shield and a Armored Vest in Vanilla...
With Superior Crafting atleast Personal Shields are blocking the middle clothing layer.

Sigh... I have to rip apart all my conduit walls now and go back to normal wall + power cable... those are nearly twice as stable.
And I have never seen anything destroying a Power Cable under a wall except the Overload ZZZzt Event.
But still that risk is better then loosing nearly a 3rd of the walls health for build in cables.

Edit:
I just rechecked in my Vanilla Colony without any mods it is definitly possible to use a Personal Shield and a Power Armor or Armor Vest.
In Superior Crafting it cant be done anymore.
« Last Edit: July 28, 2015, 05:49:50 PM by Der_Doodle »
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Othobrithol

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1051 on: July 28, 2015, 07:23:44 PM »

I'm not a fan of conduit walls either but I can verify that explosives and fire both can and do on occasion damage conduits. I often end up using them on the interior side of a double thick perimeter wall, or inside the base as a matter of convenience. I noticed that in the defs both conduit and lighted walls use "walls" as the parent class instead of "scwalls" so I wonder if maybe swapping that might cause the coding to upgrade those as well. I'll try that next colony.

And yes, I can confirm that in the defs that SC personal shields occupy "middle" whereas in vanilla they occupy "accessory". In addition they are slightly weaker, recharge slightly slower, worth far less but include a craft recipe. I've never bothered to look to see which table (if any) can make them, since the raids inundate you with them.

The change is rather easy if you want to do it. Just go to Rimword/SC11Core/Defs/ThingDefs/Apparel_Shield.xml and replace the lines that read:
Code: [Select]
<layers>
      <li>Middle</li>
</layers>
with
Code: [Select]
<layers>
     <li>Accessory</li>
</layers>

Agree the growing everything from the start is likely a mod conflict.
« Last Edit: July 28, 2015, 07:34:57 PM by Othobrithol »
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Der_Doodle

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1052 on: July 29, 2015, 03:48:01 AM »

Thanks will make those changes :)

Any idea wich of these mods migth interfere with superior craftinfs growing zone choices?
Edb mod order
Edb interface
Edb prepare carefully
Vein miner
Darkness (wich changes the ambient ligth levels only)
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BMS

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1053 on: July 29, 2015, 08:31:57 AM »

growing zone issue is not a new game but a new game after a new game - once i research everything then fail or fly off my next game has everything growable - if i delete everything and start over i cant grow "anything"
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Shackleberry: Would be useful if there was an XSD (XML Schema Definition) for each of the XML files, would make validating XML between version far easier.

mrofa

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1054 on: July 29, 2015, 10:38:58 AM »

Yehh thats a bug, but it can be fixed easy just by restarting game client.
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Der_Doodle

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1055 on: July 29, 2015, 12:05:44 PM »

Is it possible to heal a "frail" torso with this mod?

I can heal a bad back or damaged spine but I found no way to heal some colonist who is "frail" :(
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mathwizi2005

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1056 on: July 29, 2015, 12:51:24 PM »

Is it possible to heal a "frail" torso with this mod?

I can heal a bad back or damaged spine but I found no way to heal some colonist who is "frail" :(

Some ideas were thrown around back in Alpha 9 and early 10 but nothing got set in stone.
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Der_Doodle

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1057 on: July 29, 2015, 01:02:24 PM »

Is it possible to heal a "frail" torso with this mod?

I can heal a bad back or damaged spine but I found no way to heal some colonist who is "frail" :(

Dam... guess I have to be more picky when choosing whom to recruit and who not then. Just realised that I had about 7 Frail Colonists out of 40 when I finally reached Crafting IV in the hope to remove those with the Spine Replacement. Well :) for the next colony then :D

Some ideas were thrown around back in Alpha 9 and early 10 but nothing got set in stone.
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mathwizi2005

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1058 on: July 29, 2015, 02:17:54 PM »

Yea, currently the best you can hope for is to find a colonist to replace them or try to mitigate the issue with full movement bionics (both legs and arms)
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BMS

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1059 on: July 29, 2015, 08:42:38 PM »

Yehh thats a bug, but it can be fixed easy just by restarting game client.

ah yes i usually always give up and start over in the same setting - i havent tried closing and opening - but then again i like being able to grow everything when i start so now i know ;)
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Shackleberry: Would be useful if there was an XSD (XML Schema Definition) for each of the XML files, would make validating XML between version far easier.

dareddevil7

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1060 on: July 29, 2015, 08:52:22 PM »

Is it possible to heal a "frail" torso with this mod?

I can heal a bad back or damaged spine but I found no way to heal some colonist who is "frail" :(

Dam... guess I have to be more picky when choosing whom to recruit and who not then. Just realised that I had about 7 Frail Colonists out of 40 when I finally reached Crafting IV in the hope to remove those with the Spine Replacement. Well :) for the next colony then :D

Some ideas were thrown around back in Alpha 9 and early 10 but nothing got set in stone.

The only real cure for frail would be to replace every bone in their body
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dareddevil7

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1061 on: July 29, 2015, 08:52:54 PM »

I take it this won't work with more mechcaniods?
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Computica

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1062 on: July 29, 2015, 10:48:19 PM »

It works fine with more mechs just have it after SC in your load order.
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rexlord

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1063 on: July 30, 2015, 08:57:51 AM »

broken link lasted version
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mathwizi2005

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Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
« Reply #1064 on: July 30, 2015, 11:08:21 AM »

Is it possible to heal a "frail" torso with this mod?

I can heal a bad back or damaged spine but I found no way to heal some colonist who is "frail" :(

Dam... guess I have to be more picky when choosing whom to recruit and who not then. Just realised that I had about 7 Frail Colonists out of 40 when I finally reached Crafting IV in the hope to remove those with the Spine Replacement. Well :) for the next colony then :D

Some ideas were thrown around back in Alpha 9 and early 10 but nothing got set in stone.

The only real cure for frail would be to replace every bone in their body

More or less since this isnt a coding issue, a placeholder bionic could be used just for Frail but its better to have a sound idea behind it instead of crappy PHs since the other bionics are self-explanatory.
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