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Author Topic: [1.3] Miscellaneous w MAI+Robots  (Read 1346780 times)

axenn

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #135 on: August 02, 2014, 06:17:46 AM »

perhaps i did'nt make attention, but it seems you cannot recycle the body of ai ... why ?

Because i don't know if i'm right, but it seems each ai make there is more ennemies. I passed with one more AI from 280 to more than 300 ennemies ! I play with thos a bit less aggressive
AI.
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mrofa

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #136 on: August 02, 2014, 06:33:54 AM »

MAI is couted as colonist in points calculation, so its basicly the same like you would buy a slave or get prisoner to join the colony.
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Haplo

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #137 on: August 02, 2014, 10:11:55 AM »

...stuff...

Thanks for the issues. I know of the nanostorage one. It's a problem, that the game sometimes doesn't do a notification, if there is something at the storage location. A similiar problem may be that with the assembler.
I'll look into it, maybe I'll find some other solution. Maybe I'll do it with a ticker. At least that way is relyable..
The problem with the armor.. Did the printer find the item on the scanner and showed a metal cost?
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Grimandevil

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #138 on: August 02, 2014, 11:30:42 AM »

Is there a way to install only MAI w/o everything else?
I understand i can simply not use other features, but i'd preffer not to have em entirely.
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Haplo

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #139 on: August 02, 2014, 12:24:58 PM »

The easiest way is to go into the mod folder and delete everything where there isn't AIPawn in the name.
If there is a demand for it,  I'll maybe provide it separately. :)
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Grimandevil

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #140 on: August 02, 2014, 07:02:55 PM »

Ok, it turned out pretty simple due to file names. My suggestion is that u just include this instruction in the head post. Tyvm.

ADD:
  houston we have a problem. Now all my colonists get "Battery Low" thought.
« Last Edit: August 02, 2014, 08:49:32 PM by Grimandevil »
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Haplo

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #141 on: August 03, 2014, 07:30:08 AM »

Hmm, yes that is a oversight of mine. It happends with the normal mod too, but I haven't seen it before.
It is because I've added it to the normal ThoughtPredicates and didn't use an own function as I should have..
Thanks for catching it. I think I'll change something there to make it a Mai only thought again..
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Bog

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #142 on: August 03, 2014, 05:24:09 PM »


Where'd you get that shotgun from?

*drools*

I've been meaning to make some SC weapons but if someone else already has then I could just use theirs.
« Last Edit: August 03, 2014, 05:29:01 PM by Bog »
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Shinzy

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #143 on: August 03, 2014, 05:32:40 PM »


Where'd you get that shotgun from?

*drools*

I've been meaning to make some SC weapons but if someone else already has then I could just use theirs.
I believe that's from Covert Ghost[insert number]'s Terran Dominion mod. He's been doing SC weaponry
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Bog

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #144 on: August 03, 2014, 05:33:47 PM »

I believe that's from Covert Ghost[insert number]'s Terran Dominion mod. He's been doing SC weaponry
Cool, thanks again you. *poke*
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StorymasterQ

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #145 on: August 03, 2014, 10:01:39 PM »

Maybe the colonist has a cellphone, and since we don't have chargers in Rimworld, it's left with...battery low.
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thefinn

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #146 on: August 06, 2014, 10:45:41 PM »

Is there any way to make the nano storage units also be zones for counting bills ?

Like a single square to store all meals in would be really useful, however if they are going to continue making more and more meals because they are no longer being counted as in storage... that's a problem ;)

Thanks!

Edit:
Ok, I have played with it a little more, and I gotta say I am utterly confused by the nano storage ;)

I can understand it if say... the 10 meals (for example) were stored, then someone takes the top one, and the next one then pops to the top automatically - but I have to hit a key for this ?! I cannot think of an item in the game where this is useful.

What's the point of a container that you put on "dispense" mode which doesn't actually dispense its' contents ?
I was kind of hoping to be able to do away with the hideous stockpile zones.

I think I'm missing the point of the nano-storage or something, can someone enlighten me ?
« Last Edit: August 06, 2014, 11:17:04 PM by thefinn »
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Haplo

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #147 on: August 07, 2014, 12:46:04 AM »

What you're experiencing is a small bug,  where the storage doesn't recognize that the item is taken already.
Normally this happened, when it was hauled away automatically, but since alpha 5 it doesn't do that anymore.
But be a bit patient, I have already tinkered the code a bit. Hopefully the next version has an automatic output again. :)

To your counting question: I must look into it, but I don't think that I can set the counting manually. So most likely: No, I can't do that, sorry.
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thefinn

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #148 on: August 07, 2014, 02:59:31 AM »

Haha, no worries. It just had me stumped.

I can get around the zone anyhow, I just make them cook until they have 1 then make a 1x1 meal zone with a low priority.

So it will store 11 that way.
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thefinn

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Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
« Reply #149 on: August 07, 2014, 03:00:17 AM »

Haha, no worries. It just had me stumped. I was like "What the hell is this thing for then ?" (I am new to the mod lol).

I can get around the zone anyhow, I just make them cook until they have 1 then make a 1x1 meal zone with a low priority.

So it will store 11 that way.
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