[A14/A13] ricemaster's mod pack - Landmines, Anti bug resonator and more...

Started by ricemaster, April 11, 2016, 10:38:19 PM

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ricemaster

Quote from: Iwillbenicetou on April 19, 2016, 10:19:25 PM
When I loaded this up, and used Edb's Mod Order, I found this error after exiting the mod tab:

oops. my bad. I did updated grindstone mod but I forgot to upload that on mediafire.

I just uploaded a new version so try to re-download it.

ricemaster

Quote from: tara4131945 on April 20, 2016, 12:27:57 PM
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture

i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod

I reproduced that error and I think I figured what the problem is.

cause the size of that mod's texture is huge(over 1k pixels) so with other many mods(=textures), that huge texture may fail to load.

Unity's problem maybe :-\ idk.

anyway, solution is simple. make those textures smaller. about 500px works to me.


tara4131945

Quote from: ricemaster on April 20, 2016, 11:12:37 PM
Quote from: tara4131945 on April 20, 2016, 12:27:57 PM
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture

i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod

I reproduced that error and I think I figured what the problem is.

cause the size of that mod's texture is huge(over 1k pixels) so with other many mods(=textures), that huge texture may fail to load.

Unity's problem maybe :-\ idk.

anyway, solution is simple. make those textures smaller. about 500px works to me.

it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure

ricemaster

Quote from: tara4131945 on April 20, 2016, 11:45:26 PM
it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure

it seems PlowSoil.png itself is the source of the problem. not size. that texture should be 'square' like other files but its 1022x1015.
when I adjusted that to 1024x1024 it works fine but in other cases, it just goes black. even when I tested with Vegetable Garden mod only.

Quote from: duduluu on April 19, 2016, 09:20:42 PM
oh, the garden soil is so black, my friend said it's petroleum, LOL :)
and this guy has the same problem so I believe it's texture file error that makes tiles black. not sort of mod collision.


tara4131945

Quote from: ricemaster on April 21, 2016, 01:41:26 AM
Quote from: tara4131945 on April 20, 2016, 11:45:26 PM
it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure

it seems PlowSoil.png itself is the source of the problem. not size. that texture should be 'square' like other files but its 1022x1015.
when I adjusted that to 1024x1024 it works fine but in other cases, it just goes black. even when I tested with Vegetable Garden mod only.

Quote from: duduluu on April 19, 2016, 09:20:42 PM
oh, the garden soil is so black, my friend said it's petroleum, LOL :)
and this guy has the same problem so I believe it's texture file error that makes tiles black. not sort of mod collision.

thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why

ricemaster

Quote from: tara4131945 on April 21, 2016, 04:56:34 AM
thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why

oh. that was actually my mistake. sorry.
I zipped those inner folders 'without an upper directory' when I upload that mod first time :-[

tara4131945

Quote from: ricemaster on April 21, 2016, 05:09:15 AM
Quote from: tara4131945 on April 21, 2016, 04:56:34 AM
thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why

oh. that was actually my mistake. sorry.
I zipped those inner folders 'without an upper directory' when I upload that mod first time :-[
well maybe fixing that on the next update XD thought it nice to know that the issue was just the picture patch and not the mod itself

[email protected]

Hello,

Not sure why, but when using your anti bug resonator i still get invaded by bugs regularly.

Started a new colony on a new world with the resonator active, and started building a mountain dug in base.

I made sure to power up and have overlapping coverage from the resonators, but i still got infested, sometimes right next to the resonator.

again, not sure whats causing your mod to not work for me, i hate those bugs!


ricemaster

Quote from: [email protected] on April 21, 2016, 08:04:14 AM
Hello,

Not sure why, but when using your anti bug resonator i still get invaded by bugs regularly.

Started a new colony on a new world with the resonator active, and started building a mountain dug in base.

I made sure to power up and have overlapping coverage from the resonators, but i still got infested, sometimes right next to the resonator.

again, not sure whats causing your mod to not work for me, i hate those bugs!

hmm... was it have been break downed? or been unpowered?

anyway, I'll check about it.

---
solved. thx for the bug report.
despite 'Inhibition: Working' text, the resonator couldn't be turned on when it turned off before. that was the problem.

originally, resonator adds '_ABT' to roof's name of inhibited area when working for visual feedback and internal status check.
but it seems that roof name changing doesn't ALWAYS work for the reason that I don't know :(

anyway, I fixed my code to work without that name changing and checked mod several times for sure.
resonator works properly now :) please update mod.

Hermit

Just curious, that isNatural doesn't happen to be the same variable checked to see if drop pods can land there, is it? I know thin roofs are vulnerable and there's no way to build a thick one, so I'm curious if the game just checks for a natural roof versus storing a separate value for roof thickness. If so, I imagine you'd just be trading bugs for drop pods.

ricemaster

Quote from: Hermit on April 21, 2016, 09:51:52 PM
Just curious, that isNatural doesn't happen to be the same variable checked to see if drop pods can land there, is it? I know thin roofs are vulnerable and there's no way to build a thick one, so I'm curious if the game just checks for a natural roof versus storing a separate value for roof thickness. If so, I imagine you'd just be trading bugs for drop pods.

there's an 'isThickRoof' argument that determines roof thickness. isNatural is not involved with drop pod invasion :D

Andy_Dandy

That anti bug device is a cool idea, but could it be lade a research? Would fit gameplay better then, and lade for some hard and interesting research priorities. I'd suggest it to be a high tech research bench projektor in that case, and costing at least arround 1500-2000 research due to it's life saving potential. Would also be nice if it ha a component heavy price, have a hute energy cost and also requiring abit of plasteel. These shouldnt come easy if one wants to balance them with the core game.

ricemaster

Quote from: Andy_Dandy on April 22, 2016, 01:56:27 AM
That anti bug device is a cool idea, but could it be lade a research? Would fit gameplay better then, and lade for some hard and interesting research priorities. I'd suggest it to be a high tech research bench projektor in that case, and costing at least arround 1500-2000 research due to it's life saving potential. Would also be nice if it ha a component heavy price, have a hute energy cost and also requiring abit of plasteel. These shouldnt come easy if one wants to balance them with the core game.

as you can see, this mod was a little buggy so I was trying to fix bugs and make unstable code stable lately.
update about things that you suggest is coming soon. :D

Andy_Dandy

Cool. Would be awesome stuff to see this mod mix into the core game like that. :)

Andy_Dandy

One more question. Do you only build one? I was hoping for it having a limited range, so you never were completely safe, but just in that area, until you bult more of them. Suggestien: make it have the range of a trades console at maximum.