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md3base's Issues

Droids Won't Heal

My mining droid got hurt so i built a repair station and hopper for it. My mining droid tries to heal itself but the repair station is not doing anything. The droid will stand there getting repairs but repairs aren't being made.

[incompatibility] Superior Crafting -> Sand

Heya

While there are some wierd things going on between SC and MD2 (SC-"Electronical Chips" suddenly need Silicon, for example), there's one thing that actually make's it so incompatible, I had to restart my game after a few hours - without MD2.

Sand

SC lets you craft sand
SC removes the vanilla stonecutting table
SC needs Electronical Chips
MD2 let's you craft md2sand - in the vanilla stonecutting table
MD2 changes the recipe for electronical chips to need silicon
MD2 Silicon needs md2sand ... which you can't craft, as you have no normal stonecutting table

if MD2 would only use "sand", all would be fine :/

[BUG} MD2 Droid and manned turret

Using A11 (uncertain letter, first downloaded on/after July 24), I was able to have Logistics Droid man the manned turrets, which were possibly provided by another mod in the Ultimate Overhaul Pack (https://ludeon.com/forums/index.php?topic=14229.0 ). The turrets acted as a building with a task (man turret or some equivalent). Droid performed comparably to colonists when manning.

Didn't think about posting this until after I removed my save and download file to update to A12 and saw that (for some reason) MD2 Droid wasn't on the active offering for Ultimate Overhaul pack, but I did it multiple times last night.

I realize this is vague, and based on interactions with other mods, but wanted to put a blip on the radar.

(REQUEST) Droids return to charging station

An option to have droids return to a/their charging station would, in my own personal opinion, help some colonies with an excess of wandering droids such as my own.

Not only would this prevent droids running out of power when wandering too far from home, but would also reduce the amount of clutter on the screen when there is little to no work to be done.

Thanks!

Droids Wont Work

Droid table/Charging station can be constructed and are there but when I try to make a droid in the droid table, it does not do anything but make the resources dissapear

Assassin droid

Can warp behind people to stab them. If there are two on the map they will kill each other

Add water comps

Use powernet as a base, have:
water pumps to increase pressure in waternet
tanks to store water
waterusers which have an internal storage that fills at the pressure rate. When waterusers use water, they take from internal storage

Add fertiliser machine

Machine will turn soil areas around it to rich soil. When it turns an area to rich soil, add that position to a mapcomponent. If the machine is removed or unpowered, slowly return all areas back to normal soil if there is no machine supporting it.

[BUG] MD2Droids Black Screen

Hy i have a problem with MD2Droids when i activate it in the Mod´s it makes a black screen and every time when i start the game the same "Black screen".

  • Core

  • EdBModOrder

  • BackstoriesCore-9

  • MD2Base-13

  • MD2Industry-8

  • MD2Manufacturing-12

  • MD2Power-5

  • MD2Storage-4

  • MD2Fortifications-5
  • I tried to put MD2Droids in every line but every time the same. Is there a bug in the Mod or do i do anything wrong ?

    PS: when u want make a german Translation for the mod u can say it

    Deactivated Droids

    I've noticed when I deactivate a droid, incase of power shortage or what have you, they still assign themselves a duty. This prevents the job from being completed at all unless I draft the droid or reactivate them. Would recommend the deactivate button to also prevent them from assigning themselves jobs to not clog up the jobs list

    Genetic engineering

    Make own creature, can upgrade it and add things to it, and skills and work types like hauling. Mostly for killing people

    [suggestion] Investigate altering Droid <intelligence> to "ToolUser"

    There are a bunch of small little things that have always bothered me about the droids. They bother you for colonist beds, they count against your population, they send alerts about being idle or damaged, and they start really cluttering up some of the interfaces.

    Thus frustrated I began playing around with the files to try and fix this. So I delved the various droid defs and compared them to vanilla equivalents looking for potentially relevant tags, and doing so stumbled upon the "intelligence" tag, and in the mechanoids race file the "ToolUser" setting for it.

    As far as I can see setting this has three major effects: It removes dynamic heads(Causing a whole bunch of graphics exceptions to get thrown if you don't make some changes), it makes the droids not count as colonists when it comes to the overview interface/population count/colonist event messaging, and finally it makes you unable to equip a droid by interface (The JobGiver_OptimizeApparel in the thinktree still functions, but you can't change their settings in the outfitter, and you can't force equip a weapon/apparel)

    Other than this my testing has had the droids working splendidly.

    Changelog

    -MD2Base:
    --Added "order" to change mud and shallow water terrain to sand terrain
    --Moved some generic things from MD2Industry to base
    -MD2Industry:
    --Moved some things to MD2Base

    Incinerator to remove trash

    Incinerator to burn trash. Have designator which gives pawns a job to haul designated item to incinerator.

    Clay kiln for early clay

    No research, use wood or coal or charcoal to start fire, put in clay to get clay bricks. Use stone chunks to make.

    Droids get damaged but don't heal

    I have been having trouble with some droids getting damaged but aren't able to get fully repaired back up, this in itself isn't a huge problem, the problem lies with the popup message saying my colonists need treatment on the side. Would it be possible to get some kind of a repairstation where a colonist can repair the droids, as sort of a medical bed.

    [suggestions] things to do

    -restrict zones
    -food in storage unit
    -droid home pad (like bed)
    -rotate the coal burner
    -adjustable levels for alerts/droids power
    -custom droids

    [suggestions] by zenfur

    Hey, was going to post a forum post, but you specified that you prefer github for idea suggestions. Awesome mod by the way!

    Droids are at the moment quite expensive for just doing jobs which colonists can do as well. To make them more awesome I suggest a few things:

    Let's make them better than colonists in their specialised jobs/aspects. Probably these general upgrades could be unlocked with research.

    • add for them 20% speed bonus
    • add reduced influence of rough terrain/items on the ground by let's say 30%
      Also there's a potential for more neat tweaks such as:
    • expand battery/faster charging with research
    • unlock flying engine for bots: while flying they have 50% less battery, move 70% faster, ignore bad terrain, generate lots of heat, have lesser hp (less armor). Perhaps instead making new crafting station/bots series the button to toggle them between flying/rolling could be added.
    • allow crafting batteries for them and allow drones swap their battery packs for recharged ones: it would save a lot of downtime, but be quite expensive as it requires more infrastructure for them. To balance it if you wish to add it you could slow down charging rate a bit.
    • add OVERCHARGE! stance which could be toggable for individual bots which causes them to work (shoot) 50% faster, move 30% faster but consume battery 100% faster and possibly damage a little over time.
    • add unlockable with research small "personal shield" effect for all non fighting drones
    • add unlockable with research built-in fire extinguisher for them to fight better with fire. There is a mod which adds one, you could use it's mechanics. I can provide link

    For individual bots to give them more character:

    • hauling bot - is not slowed while hauling things, he ignores terrain/item by further 30%, possibly carries double normal capacity
    • cleaning bot - is slower by 30% (80% of normal human), but in return he cleans things instantly when he steps on a dirty tile.
    • for crafting/jobs bots general updates I suggested I think are enough

    Also here are a few ideas that you could implement for fighting drones:

    • add defender drone which is 50% slower, carries short range briefly stunning gun, provides full cover for colonists standing behind him, has twice hp at every part, has shield with radius 2 to block incoming projectiles such as in that mod which adds shields
    • add bersker melee bot - has 3 times higher personal shield, and is cappable of carrying 2 melee weapons or if it's difficult to implement: attacks twice as fast.

    Some ideas are possibly difficult to implement. Let me know which ones, I'll probably think of some workarounds :)

    [suggestion]Power plant

    So with all the mods and all bionical stuff a Power Plant is perfect power source. It can be Water Power Plant - needs to be near a water source and Nuclear Power Plant that uses uranium so little like your Coal Burner but the uranium is used x20 so more raw product needed than the Coal Burner and ofc produces large amounts of power (needs to be in a it own room and needs a cooler produces a lot of heat in the process). Resources to make the Water one is steal and the Nuclear - gold and plasteal(may be 1000 gold and 2500 plasteal).

    And golden power conduit and golden battery (again uses x20 more resource than the normal ones so costly :D) much more durable than the normal ones.

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