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Wounded Go To Bed has been reworked:

- pharma chambers now can heal physical wounds (regen HP) - previously only the MedBeds could regen hp

- physically wounded dupes (light wounds or worse) will look for the closest MedBed or Pharma Chamber

On 1/1/2019 at 2:32 PM, Cairath said:

Wounded Go To Bed has been reworked:

- pharma chambers now can heal physical wounds (regen HP) - previously only the MedBeds could regen hp

- physically wounded dupes (light wounds or worse) will look for the closest MedBed or Pharma Chamber

Not sure if this is an issue with the mod or a bug with the Pharma chamber, but whenever I have more than one dupe in it my FPS tanks from 60+ FPS to about 20. Each additional dupe then lowers FPS by 1-2.

@Tourman

Looks like there was one log line that I forgot to remove after testing, but it surely would not be enough to tank fps by 40 -- the 1-2fps drop per dupe was likely caused by this though. I uploaded the fixed version.

 

Yesterday also pushed a small fix for flow splitters - they can't overheat anymore

Hi. Thanks for toolsnotincluded.net ! But there is a suggestion for improving the filters. If you made them, it would be a little bit more convenient to look for the desired seed.

1. There is no filter NO. For example, you can not find a seed, without chlorine gas vent at all.
2. it would be convenient to search not for a specific type of volcano, but for their presence in principle. For example, instead of having to search for a Golden volcano OR a copper volcano or a iron volcano. It would be nice if you could just specify "at least 1 metal volcano". Now you just have to ignore this filter, and only visually check the volcanoes. That increases the total number of seeds found. 

It would also be good to combine Water Geyser and Cool Steam Vent in the same way. Also with usual volcanos. 

Of course, filtering by exact type should be left.

Thanks for the cool site.

 

Edited by Bagger1234

Hey @Bagger1234

Thanks for the suggestions.. As I mentioned in the tool's thread, a v1.0 is in progress/almost finished and the entire filtering has been rewritten and is way more versatile :) The release should be sometime this week (or at least til the end of january)

  • Like 2
1 hour ago, Tourman said:

@Cairath

Is there a way to remove flow splitters without causing the game to crash? Whenever I delete this water flow splitter that is empty, the game crashes shortly after.

I've been told that deconstructing works fine, destroying in debug doesn't. Is this the case? I'll have to look into it when I'm home from vacation

 

I'd appreciate output log if you've got any

Edited by Cairath
22 hours ago, Cairath said:

I've been told that deconstructing works fine, destroying in debug doesn't. Is this the case? I'll have to look into it when I'm home from vacation

 

I'd appreciate output log if you've got any

I'm not removing in debug. I'm simply trying to deconstruct as part of normal gameplay. I tried making sure the pipes are empty but it still crashes about a minute after. The gas flow splitter behaves the same way.  

@Tourman Would you send me the affected save please? I can't get it to crash on my pc. It could also be some unfortunate mod combo, though I use almost all of my mods at all times and I use splitters a lot and haven't had issues - any other author's mod that could mess with piping or flows?

Edited by Cairath
5 hours ago, Cairath said:

@Tourman Would you send me the affected save please? I can't get it to crash on my pc.

@Cairath

I still have the issue where the Pharma Chambers kill the game FPS (into single digits), however it takes a few minutes for it to appear. Once it happens it gets gradually worse to where the game is unplayable. Pausing the game returns FPS to normal levels until unpaused, and also if I move all dupes into different chambers it temporarily fixes the performance drop.

I've attached my output_log, but I don't see anything in there. I can reproduce this 100% of the time in my save. Removing woundedgotobed mod seems to fix it, but hard to tell since you can't heal physical injuries and restarting the game temporarily fixes the issue.

output_log.txt

Edited by Tourman

I've just finished and pushed a big refactor of my mod repo.

Due to some internal renaming some buildings like sensors might reset their values and retired buildings will disappear

If you are about to start a new base, please update mods now for smoother transition later!

Significant changes:

  • conveyor rail utilities (dropoff, shutoff, filter) merged into one mod Recommended to update with a new save - you MUST remove the old separate mods. The old items will despawn. Sorry for inconvenience.
  • bigger zoom out also will allow scrolling outside the map borders without being 'pushed' back towards the center
  • chairs and couches will now use reed fibers to craft
  • Drywall and Tempshift Hide Pipes Separate Objects has been retired and replaced by Wallpaper (look below) Recommended to update with a new save. Old DrywallHidePipes will disappear in game.
  • Drywall not entombed has been retired
  • Mosaic Tiles and Steel Ladders are now correctly back in the "Base" building category

New mods:

  • No Auto Save - I think I don't need to describe that :p I will release a version with configurable days-between-save sometime later this month.
  • Paint Walls - Drywalls and tempshift plates colored according to what material was used to build the wall (thanks to Etiam's Material Color)
  • Wallpaper - a cheap (25 resources) and very quick wall (looks like drywall but does not work like drywall - you cannot seal space with a wallpaper). Colored with build material, hides pipes (I tested multiple times, but please let me know if this starts covering plants or art again q.q). Meant to be decoration and cost close to nothing, the only thing it provides is visuals for the player.

In addition to that, from now on my mods will ping my server so I can see some statistics which mods are used the most. You don't need internet connection (it just won't ping the server if it can't) and I do NOT store any personal info - just the mod name and the timestamp when it was used in someone's game.

 

PS. There was a crash error in the Bigger Zoom mode yesterday until 1:40am today - sorry, I uploaded one of the files too early.

Edited by Cairath
  • Like 1
1 hour ago, Cairath said:

I've just finished and pushed a big refactor of my mod repo.

Due to some internal renaming some buildings like sensors might reset their values.

If you are about to start a new base, please update mods now for smoother transition later!

Significant changes:

  • conveyor rail utilities (dropoff, shutoff, filter) merged into one mod Recommended to update with a new save - you MUST remove the old separate mods. The old items will despawn. Sorry for inconvenience.
  • bigger zoom out also will allow scrolling outside the map borders without being 'pushed' back towards the center
  • chairs and couches will now use reed fibers to craft
  • Drywall and Tempshift Hide Pipes Separate Objects has been retired and replaced by Wallpaper (look below)
  • Drywall not entombed has been retired
  • Mosaic Tiles and Steel Ladders are now correctly back in the "Base" building category

New mods:

  • No Auto Save - I think I don't need to describe that :p I will release a version with configurable days-between-save sometime later this month.
  • Paint Walls - Drywalls and tempshift plates colored according to what material was used to build the wall (thanks to Etiam's Material Color)
  • Wallpaper - a cheap (25 resources) and very quick wall (looks like drywall but does not work like drywall - you cannot seal space with a wallpaper). Colored with build material, hides pipes (I tested multiple times, but please let me know if this starts covering plants or art again q.q). Meant to be decoration and cost close to nothing, the only thing it provides is visuals for the player.

In addition to that, from now on my mods will ping my server so I can see some statistics which mods are used the most. You don't need internet connection (it just won't ping the server if it can't) and I do NOT store any personal info - just the mod name and the timestamp when it was used in someone's game.

 

PS. There was a crash error in the Bigger Zoom mode yesterday until 1:40am today - sorry, I uploaded one of the files too early.

Removed Drywall and Tempshift Hide Pipes Separate Objects and replaced with Wallpaper mod, now all drywall is transparent an does not seal spaces. This persists even if I remove and add drywall again.

Old object was removed so it correctly disappeared. Forgot to add the same warning as with conveyor utils.

Wallpaper isn't supposed to seal space.

 

I added more warning-y warning about it -- sorry!

 

If you've got a lot of DrywallHidesPipes it will disappear when you removed its mod, you can: 

-keep the old mod in the game for now

- change the mod to Wallpaper and rebuild where needed

 

 

 

Edited by Cairath
8 hours ago, Cairath said:

Old object was removed so it correctly disappeared. Forgot to add the same warning as with conveyor utils.

Wallpaper isn't supposed to seal space.

 

I added more warning-y warning about it -- sorry!

 

If you've got a lot of DrywallHidesPipes it will disappear when you removed its mod, you can: 

-keep the old mod in the game for now

- change the mod to Wallpaper and rebuild where needed

 

 

 

The problem is that all drywall textures have disappeared, like even normal drywall that I had never touched. It's all transparent, even if you rebuild with only the wall mod. This also applies to the temp shift plates. Removing and re-building doesn't fix it.

Someone once said a picture is worth a thousand words...

pxXQdYW.jpg

Edited by Tourman

I uploaded a possible crashfix for flow splitters. Since the crash is extremely random to me I tried to cause it with a few saves  now to no avail, but if it still crashes for someone please let me know. (@Tourman)

Also uploaded fixed Paint Walls and Wallpaper -- something changed and bork them in the latest patch -- sorry for that

  • Like 1

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