[A14] ESM - e's small mods (Custom Population - NEW!)

Started by 1000101, September 13, 2015, 02:36:05 PM

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Havan_IronOak

Just added this mod to a Game I started on Steam.

It seems to work pretty well but I have a couple suggestions...

Tell folks in the write up that a deconstruct order can be used to manually override the locked status. I somehow got a pawn stuck in his room and had someone deconstruct a section of wall to get him out. I then experimented a bit and by drafting and undrafting pawns and creative use of the deconstruct order, I got around the locking problems.

You might also warn folks that this doesn't work if two rooms share a common door.

1000101

Quote from: Havan_IronOak on August 05, 2016, 02:50:42 PM
Just added this mod to a Game I started on Steam.

It seems to work pretty well but I have a couple suggestions...

Tell folks in the write up that a deconstruct order can be used to manually override the locked status. I somehow got a pawn stuck in his room and had someone deconstruct a section of wall to get him out. I then experimented a bit and by drafting and undrafting pawns and creative use of the deconstruct order, I got around the locking problems.

You might also warn folks that this doesn't work if two rooms share a common door.

There are five mods, you'll have to be more specific but I assume you are refering to Do Not Disturb.

As to your comments, I had no idea of these issues so I could hardly warn people.  Also, can you be more clear of the situation?  Pawns choose whether they want privacy based on a number of criteria.  If the room owners have a pressing need for joy or hunger they won't forbid their door.  If everything seems like they should forbid or unforbid it then post a screenshot of the problem area and of the pawns needs so I can see if there is an actual bug or you are just misunderstanding how the system works.

As to shared doors, the pawns in one room may want it forbidden but perhaps their neighbour doesn't.  Better colony design where they don't share a door will go a long way to solving that.
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1000101

Quote from: Elysium on August 05, 2016, 12:01:03 PMI'm fairly new to this game and it is entirely possible that my understanding of how exp gained is incorrect, so do correct me if I am wrong, but isn't the exp gained per work required the same for all work types that increase exp incrementally? For example, assuming work speed is the same throughout, building a wall that requires 20 work and smoothing a wall that requires 20 work should net the same result if this is the case. The only reason I mention it is because I was watching the exp tick up while smoothing a floor or construction compared to smoothing a wall and it is quite different.  It is also possible I'm having some kind of mod conflict because I really like to use a lot of mods.

The experience gained is set by the job itself, there is no "do x type of work gain y amount of experience."  I'll have a look at the job again and see how I am awarding experience.  I lowered the amount of work involved so maybe I need to up the experience awarded.
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lance789


Havan_IronOak

Quote from: 1000101 on August 05, 2016, 03:20:40 PMBetter colony design where they don't share a door will go a long way to solving that.

True.  I was being cheap and by building the way that I did both bedrooms could use the same door. It saved materials and labor and I never got the disturbed sleep debuffs as if they were sharing a room. It may have been a bit of an exploit.

As to my other problem... I haven't seen it again and can't reproduce it. I was probably just confused. 
One cannot 
Pause the game
Draft a pawn in his locked bedroom
Tell him to take up position on a firing line somewhere.
The game needs to run a bit between the drafting and the ordering into position.
I think that my habit was to pause on the alert for their beginning their assault.

1000101

The drafting issue is clearly stated on the main page.  ;)
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NeonOverIon

#156
Either I'm just stupid or I've done something wrong: Where is the MCM menu for this new mod?

Edit: Nvm! Turns out I was just blind and couldn't see it.

ORCACommander

Only addition i would like would be the designate store room which selects the orbital beacon radius for mining

mazacik

Quote from: NeonOverIon on August 11, 2016, 11:01:07 AM
Either I'm just stupid or I've done something wrong: Where is the MCM menu for this new mod?

Edit: Nvm! Turns out I was just blind and couldn't see it.

Where is it? :D

1000101

Quote from: ORCACommander on August 11, 2016, 02:20:12 PMOnly addition i would like would be the designate store room which selects the orbital beacon radius for mining

Not happening.  I've been requested before for additional "brushes" for the Mine Vein mod.  If you want to have a fancier one than I present then you can use the other mod of the same ilk.

Quote from: mazacik on August 11, 2016, 03:44:32 PM
Quote from: NeonOverIon on August 11, 2016, 11:01:07 AM
Either I'm just stupid or I've done something wrong: Where is the MCM menu for this new mod?

Edit: Nvm! Turns out I was just blind and couldn't see it.

Where is it? :D

In the Mod Configuration Menu (Mod Options).
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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nuschler22

#160
I'm wondering if I'm having a mod conflict (I have probably 50 mods, so no idea what it is).

First, the do not disturb isn't working.

Second, the mountain temperature is not working.  I have it set to fixed at 70 degrees.  For some reason, it's giving me 27 degrees inside the mountain while it's 57 degrees outside the mountain.

Edit:  At 170 degrees, it's fairly consistent at 70-75 degrees.  I guess it's just off.

1000101

The mountain temp mod is using celsius internally, I'll have to check to make sure it's doing the proper conversion for the fixed temp slider.

Make sure you have CCL loaded and active and there are no errors in any of the mods you are using.  Any errors can cascade and cause problems for other mods after the error happens.
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BlueWinds

I can confirm the mountain temp slider not working as expected - I have several mods active, but none of them throwing errors. CCL is up to date and loaded right after Core.

nuschler22

Quote from: BlueWinds on August 16, 2016, 06:32:19 PM
I can confirm the mountain temp slider not working as expected - I have several mods active, but none of them throwing errors. CCL is up to date and loaded right after Core.

Same here.  My DnD started working shortly after but slider still out of whack. 

Also, is the temperature supposed to stay consistent or fluctuate?  How do you prevent it from fluctuating? 

Thanks for the help and great mods by the way.

1000101

Quote from: nuschler22 on August 16, 2016, 07:39:11 PM
Quote from: BlueWinds on August 16, 2016, 06:32:19 PM
I can confirm the mountain temp slider not working as expected - I have several mods active, but none of them throwing errors. CCL is up to date and loaded right after Core.

Same here.  My DnD started working shortly after but slider still out of whack. 

Also, is the temperature supposed to stay consistent or fluctuate?  How do you prevent it from fluctuating?

I can't reproduce this issue.  I suspect installation issues.

As to the temperature, it's not a constant, it just naturally moves towards the selected value otherwise you wouldn't be able to heat or cool underground rooms.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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