[A12/13] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc!(Updated: 5/02/16)

Started by Vas, June 30, 2015, 04:35:17 AM

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PickleSurprise

Quote from: harpo99999 on December 06, 2015, 05:44:15 AM
it might be that the plants are dieing from old age, you might need more growers/harvesters

None of the plants that were disappearing were even fully grown yet. I want to say I remember them being around 20-30%.

Vas

Quote from: toric on December 04, 2015, 03:23:59 PMthere is another one, but it only works on a few crops. as for why i dont want to use yours, I'm not a fan of the clutter it introduces int eh build menu from all the different builds.
Mine uses a different category that I hope to make a main for anything that uses Hydroponics in any other mod.  So it doesn't add all the stuff into one of your pre-existing menus.

Quote from: PickleSurprise on December 05, 2015, 08:47:57 PM
I recently expanded my Hydroponics from about 160'ish tier 5's to 463 and I've seen random plants dying for no apparent reason.
Only plant based mods I have are ED's Omni-gel and ED's 24 hour plants.
They may be dying of old age, plants do that if not harvested a certain amount of time after fully grown.  They may reach this time much faster in the Tier 5 as well.
Also, ED 24 hour may conflict with my mod, it is not needed.  My mod makes all plants on the entire map, anything that is a plant, grow 24/7.  Grass, flowers, weeds, everything.
Try taking out ED's 24 hour ticker though and see if that helps.
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.

Plasmatic

So, looking at the posting dates and this might be a dead thread, but I recently came across this mod.. But I'm having some issues..

Mainly that the stat card for the shield is showing up like: http://imgur.com/8rPP6Sl.. so I really can't see anything of what I need to see..

I'm assuming (after looking at the post dates) that the mod is just out of date.. Is it an easy fix? or am I better off finding another mod?

Any help would be greatly appreciated :)

hoochy

Crops shouldn't die instantly from power failure anyhow. Plants live for days without sunlight and water and can be revived if not too damaged. I know its a game mechanic but it makes gardening inside on hydroponics too iffy. Hydroponics in the base game is too nerfed, in real life hydroponics is often 2-10x more efficient than normal growing, depending upon the plant.

If hydroponics needed more than electricity, like nutrients, maybe it could balance out the fact it is 10x more efficient. Growing "green crops" for nutrients adds another cool element. Being able to turn plants into fertilizer/nutrients and such would be cool. Thanks for the mod.

LittleGreenStone

Quote from: Vas on July 03, 2015, 04:34:40 PM
Modular Hydroponics: Update 1.7 (12/02/15) (A12)
This mod lets you place a 1x1 sized hydroponic set with 4 levels of upgrades, each using different amounts of power and construction materials.  There are also 4 medium hydroponics basins and 4 large, to prevent large amounts of having to click to change plant growth stuff.  Some hydroponics basins come with their own lights, some don't.  Please let me know how well you think it is balanced.  Currently, there are still mask issues, I can't get the masks to work (masks on modular hydros only, for now).
Update 1.6:
I have added support for CCL, you will need to install CCL core and have it activated BEFORE the Hydroponics mod.
I have added a Tier 5 1x1 Hydroponics basin.
All plants on the map, including grass, now grow 24/7 given sufficient lighting thanks to mrofa.  If you have a plant you want to be made compatible with this mod's always grow method, change it's thingClass to "Vas_Project.VasPlants" and have it activate AFTER this mod.
Lastly, I have completely fixed the mask issue I had, all bins now have a proper mask to use the Stuff system.
Update 1.7:
Conflict with New Lights resolved.
Dropbox Downloads: Download {3.30 MB (3,470,586 bytes)}
Preview: -OutofDate Screen- (More when mask is fixed)
Mod Requirements: CCL Core
Mod Incompatibility: May conflict with "CCL Vanilla Tweaks"
Mod Compatibility: All?

Powered By


IF you could/would;
Multiple/modular hydroponics have been a problem since forever, there are people who attempted to resolve this, e.g. mrofa who (supposedly, haven't tried it just yet) made it possible to change multiple hydroponics' sow tag, or Rikiki, who made it possible to change every hydroponics' sow tag in the same room.

I'll try this mod as this is kinda what I was looking for.
To be precise, I was/am looking for an easy-to-use modular hydroponics stand-alone mod. Preferably with integrated lamps.
Yours has two of the three things I'm looking for, I'll make do with it,
but anyway,
I think it'd be a hit if you could implement a similar feature, as people tend to appreciate such freedom as well as simplicity.  ;D

Vas

Quote from: Plasmatic on January 14, 2016, 04:06:13 PMMainly that the stat card for the shield is showing up like: http://imgur.com/8rPP6Sl.. so I really can't see anything of what I need to see..
I'm assuming (after looking at the post dates) that the mod is just out of date.. Is it an easy fix? or am I better off finding another mod?

I have issues connecting to the internet and stuff, but I'm still around somewhat.  I haven't updated the shield mod yet.  Read the post, it shows that it is still an A11 mod.  It takes much more time updating that mod than it does the others that I have.  I left it there though because I may update it in the near future.  Depending on when I hear A13 may come out.  I may update prior to that, or may wait, I dunno yet.  Mod making in this particular game, is rather tiresome and stuff.

Quote from: hoochy on January 15, 2016, 12:29:42 AM
Crops shouldn't die instantly from power failure anyhow.
I am unsure how I can change this easily, because it would conflict with a lot of things really.  I thought about it, and I agree that power outage killing plants sucks.  I just don't know how to particularly change it without causing other issues that I had thought of in the past that I'm too tired to remember right now.  If I find a way, I'll certainly be doing it.  They are "nerfed" because the game is already too easy.  Its extremely easy to survive forever if you have hydroponics because you're growing food inside where it's safe.

Quote from: LittleGreenStone on January 16, 2016, 11:11:08 PM
IF you could/would;
Multiple/modular hydroponics have been a problem since forever, there are people who attempted to resolve this, e.g. mrofa who (supposedly, haven't tried it just yet) made it possible to change multiple hydroponics' sow tag, or Rikiki, who made it possible to change every hydroponics' sow tag in the same room.

I'll try this mod as this is kinda what I was looking for.
To be precise, I was/am looking for an easy-to-use modular hydroponics stand-alone mod. Preferably with integrated lamps.
Yours has two of the three things I'm looking for, I'll make do with it,
but anyway,
I think it'd be a hit if you could implement a similar feature, as people tend to appreciate such freedom as well as simplicity.  ;D

I'm not sure what you mean.  What's my mod lacking?
You can change all touching hydroponics to have the same sow tag already.  Just click on one and click the correct button.
Some of my more advanced hydroponics basins come with lights included, but not all.  Some are just cheap piles of dirt inside a box.  That's the point though.
What's the third thing?
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.

LittleGreenStone

Quote from: Vas on January 21, 2016, 02:55:35 AM
I'm not sure what you mean.  What's my mod lacking?
You can change all touching hydroponics to have the same sow tag already.  Just click on one and click the correct button.
Some of my more advanced hydroponics basins come with lights included, but not all.  Some are just cheap piles of dirt inside a box.  That's the point though.
What's the third thing?

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

But...but...
...I can't?  :(

Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.
No errors popped up either.

I'll try removing mods one-by-one to see which causes it.
...Once I gather the necessary mental strength to do so.

Mods:
Core,
Community Core Library,
EdBPrepareCarefully,
EdBModOrder,
MD2Base-12.0.1,
MD2Storage-12.0.0,
MD2Industry-12.0.0,
MD2Power-12.0.0,
M&Co. Common,
M&Co. MMS,
M&Co. MiningHelmet,
LT_DoorMat,
LT_Soiling, ModularSolarsNoBar1.10,
VeinMiner,
Vas's Conduit Explosion Nullifier,
Vas's Hydroponics,
Vas's Lighting,
RW_Manager-A12d.2b,
Rimsenal_hair,
MedievalShields-MedievalShields1.4,
Warhammer40kWeaponsV8,
BeanTekRefrigeratedFoodStorage,
RecycleApparel, Hospitality,
Darkness,
LED Lights 1.3,
Craftable Medicines,
FloorLights,
CaveworldFlora,
FishIndustry,
HydroponicRoom,
kNumbers-0.3-A12d,
MAI,
MAI_Xtension,
Miscellaneous_HiRes,
Miscellaneous_TrainingFacility,
CombatRealism,
CombatRealism Defence,
ED-Core,
LT_ASA,
LT_ADogSaid,
LT_RimEffect,
ED-Shields,
ED-PersonalAnimalShields,
ED-PersonalNanoShields,
ED-LaserDrill,
ED-Plants_24H,
ED-Stargate,
ED-CombatRealismCompatibility,
LT_RedistHeat,
LT_RimEffect,
Mad Skills,
Zombie Apocalypse_SK,
ExpandedProsthetics&OrganEngineering,
CombatRealism EPOE



My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.

Ectoplasm

Regarding your Map Generator mod, and a question in how maps are generated.. Is it possible to generate maps with solid mountains? So that hidden cave systems are removed or their chance of spawning massively reduced?


Vas

Quote from: LittleGreenStone on January 21, 2016, 05:55:06 AM
Quote from: Vas on January 21, 2016, 02:55:35 AM
Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.

My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.

Remove ED-Plants_24H, it does the same thing my mod does for the plants, and may overwrite and cause conflicts with my mod.
Same for the other mod you have which you mentioned, I'm not sure which one it is though as I've never seen it.  I'm sure it uses CCL's method too but if it only adds a button to hydroponics basins, mine already does that.
Quote from: Ectoplasm on January 21, 2016, 09:22:02 AM
Regarding your Map Generator mod, and a question in how maps are generated.. Is it possible to generate maps with solid mountains? So that hidden cave systems are removed or their chance of spawning massively reduced?

I wish, I hate those random caves that expose the sky.  :P  They make no sense after all.  I'll see if I can find a way, but I doubt it right now.  I believe I saw a mod somewhere that lets you scan mountains to see the pockets inside though.
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.

LittleGreenStone


Quote from: LittleGreenStone on January 21, 2016, 05:55:06 AM
Quote from: Vas on January 21, 2016, 02:55:35 AM
Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.

My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.

Remove ED-Plants_24H, it does the same thing my mod does for the plants, and may overwrite and cause conflicts with my mod.
Same for the other mod you have which you mentioned, I'm not sure which one it is though as I've never seen it.  I'm sure it uses CCL's method too but if it only adds a button to hydroponics basins, mine already does that.

Not sure what the "other mod" you mentioned I mentioned is.
Anyway, I've changed the mod order, removed a few, made a new world & colony,
and now it's majestic asF. ;D
Exactly what I was looking for, I love it!

Thank you!

Ectoplasm

Regarding your Map Generator mod, and a question in how maps are generated.. Is it possible to generate maps with solid mountains? So that hidden cave systems are removed or their chance of spawning massively reduced?

Quote from: Vas on January 23, 2016, 10:35:52 PM
I wish, I hate those random caves that expose the sky.  :P  They make no sense after all.  I'll see if I can find a way, but I doubt it right now.  I believe I saw a mod somewhere that lets you scan mountains to see the pockets inside though.

Rikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.

Vas

Quote from: Ectoplasm on January 24, 2016, 11:01:39 AMRikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.

Scanning for ore is easy though.  Hell, you can see all ore in the game if you just click turn off fog in the cheat menu (developer options) which turns off the fog on top of mountains.  I don't know if this reveals hollow spots in the mountain though, but it should theoretically do so.  I've never used it but once when trying to verify something was working in one of my mods.
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.

LittleGreenStone

Quote from: Vas on January 24, 2016, 01:57:06 PM
Quote from: Ectoplasm on January 24, 2016, 11:01:39 AMRikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.

Scanning for ore is easy though.  Hell, you can see all ore in the game if you just click turn off fog in the cheat menu (developer options) which turns off the fog on top of mountains.  I don't know if this reveals hollow spots in the mountain though, but it should theoretically do so.  I've never used it but once when trying to verify something was working in one of my mods.

It does. It reveals everything, although it does not give extra information just by hovering the mouse over, for it's still "undiscovered".
It also shows whether there's thin, or thick roof over rock blocks; darker blocks of the same kind have thick, while lighter ones have thin roof.

I too played around with it when I was trying to get a mapgen work.

Vas

Attention those who wanted it, ED Shield Addon has been updated to A12, no changes were made other than the required changes that were needed to make it work again.  It wasn't a game version change that broke it, it was an update that ED had made when it changed it's name.
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.

Vas

This is a notice, for anyone who is going to ask me to update to A13 if it comes out before the 18th, I am having internet issues and may be unable to work on mods at all till the 18th.  That is when my net renews to high speed data.
Click to see my steam. I'm a lazy modder who takes long breaks and everyone seems to hate.