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About Guinaro

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  1. While developing my mod to alter the Research Screen I noticed that the Smart Battery (in code: BatterySmart) is assigned in Database.Techs in the part of public static Dictionary<string, string[]> TECH_GROUPING = new Dictionary<string, string[]> To both Acoustics { "Acoustics", new string[] { "Phonobox", "BatterySmart", "PowerControlStation" } }, and { "GenericSensors", new string[] { LogicTimeOfDaySensorConfig.ID, LogicTimerSensorConfig.ID, "FloorSwitch", LogicElementSensorGasConfig.ID, LogicElementSensorLiquidConfig.ID, "BatterySmart", "LogicGateNOT" } }, Code wise this runs fine, but if the code ever gets switched around and Generic Sensors is placed before Acoustics the Smart Battery will also switch places in the Research Tree, which may not be desirable.
  2. I would like to request some extra Skill slots and Perk slots. I can only execute in part my mod Skill Tweaking, due to missing Skill slots. I would like the possibility to add a Ranching III, Tidying III, Grilling III, ... Idem for Traits. Luckily 4 traits where unused, still that is not a lot to work with. I can work around that be combining Simple Perks with Attribute Perks, and figgling with the texts. But if possible I would love something a bit easier to work with. If we could get 4 Skill Slots per SkillGroup we could extend the current 12 to 4 Skills / Group Or we could create 4 new Skillgroups if we limit ourself to 3 Skills / Group. So 48 Total. For traits I propose at an average of 2 Perk Slots per Skill. So 96. Total. Thanks for your consideration.
  3. Yep, was looking through the code and noticed the same thing. Gourmet is excluded in combination with Cuisine / Cooking, which is strange to say the least. Since Uncultured cannot do art. It is expected that Simple Tastes also cannot Cook. However Simple Taste can cook. So either Uncultured is wrong or Gourmet is wrong. All other Aptitude booster can combine with their skill. So Foodie needs to be altered.
  4. I'm modding the skilltree at the moment. I encountered a roadblock in my development as I cannot add extra Skills to the skill tree. E.g Extending Cooking with Grilling III To a lesser degree I have the same issue with Skillperks. I found 4 unused ones, but still I would at minimum need a Skill Perk per Skill (when expanded if you would expand the skill part). As I found a way to recombine skillperks into one Perk, if you are willing to mess with names and descriptions. A few extra skillgroups would also feel handy, and especially a better way to reorganize them (maybe and extra order field or something), cause currently I'm doing this via transpiling, which is way to hacky to be robust to future updates. Thank you for your consideration.
  5. When a geyser, vent or volcano is spawned as part of a POI and that spawn point is on or part of the edge of the map (Neutronium part). They Neutronium of the geyser spawns, but the geyser itself will never appear.
  6. I'm thinking we need some more control over worldgen traits. A. Grouping: E.g. GeyserActivity: GeoActive, GeoDormant, Volcanoes; MaxCount: 2 MetalAbundancy: MetalsRich, MetalsPoor; MaxCount: 1 TemperatureFluctuation: LargeGlaciers, FrozenCore, MagmaVents; MaxCount: 2 Boulders: BouldersLarge, BouldersMedium, BouldersSmall, BouldersMixed; MaxCount: 2 AllRemaining: Whatever remaining worldgen traits that aren't part of a certain group and aren't disabled. The max Count indicates how many WorldGen Traits slots can be occupied by that Group. To simplefy a trait can only be part of a single group. If not part of a dedicated group, it gets lumped in with the All Remaining Group B. Conflicting With: E.g. GeoActive conflicts with GeoDormant, but not with Volcanoes GeoDormant conflicts with both GeoActive and Volcanoes. Groupings and conflicts are specified in WorldGenTraitsGrouping.yaml File To keep it simple: Conflicts should limit themselves to the group the have been assigned to. Otherwise it will be come a complete jumble. C. Disabling (for certain Worlds): Like disabling Cold/Frozen Features on Volcano/Hot Worlds Not liking LargeBoulders: Completely disable it for all worlds. Enable/Disable for World setting, should also feature: isBlackList: true/false (False indicates it is a Whitelist) Blacklist: Can not appear on worlds in the list Whitelist: Can only appear on world in the list If you keep Whitelist empty: it would mean this trait is disabled for all possible worlds. D. Determine weight to be chosen for a certain World Like Cold/Frozen Featues on Volcano/Hot Worlds have Weight 1, but MagmaVents, GeoActive and Volcanoes have a weight of 3 each. Making it much more likely to have one or more of these traits. C and D could also be in each Trait.yaml file. e.g. in volcanoes.yaml Worlds: isBlackList: True List: - SandstoneFrozen - Oceania Weighting: - Default: 1 #Can be 2 or more, to allow a feature to appear more dominantly overall. - Volcanoes: 5 - ForestHot: 3 Thanks for your consideration
  7. When checking through the yaml files. I haven't encountered an option to disable certain traits with a mod. I know you can delete traits from your GamingAssets folder, but that is not a proper solution if you want to do it with a mod. Ideally we would copy the file of the trait we want to disable into our own worldgen/traits folder and add a setting to the file isDisabled: true Thanks for your consideration
  8. In my current game I have an arbor tree that continuously and immediately replants itself upon uprooting. It is impossible to uproot it and sweep it to a storage box. I simply cannot get rid of the tree, ofcourse it is also in a state of drowing as it is fully submerged! So if it drowns and pops up, also again it replants itself and the cycle restarts all over again.
  9. I find the tutorial message: No Oxygen Diffuser Built annoying when starting on a planet with no algae in the starting biome. It is not an actual bug, but where is the need to keep that message for cycle upon cycle, when you cannot use the Oxygen Diffuser anway! Maybe make it more of a general message to warn about needing oxygen production instead.
  10. You do not have enough Morale Points!