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MD2 base module
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.
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 :/
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.
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!
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
Chop down trees and replant them
Can warp behind people to stab them. If there are two on the map they will kill each other
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
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.
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".
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
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
Make own creature, can upgrade it and add things to it, and skills and work types like hauling. Mostly for killing people
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.
-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 burn trash. Have designator which gives pawns a job to haul designated item to incinerator.
No research, use wood or coal or charcoal to start fire, put in clay to get clay bricks. Use stone chunks to make.
Currently my combat drones are not restricted to their designated zone.
When I made droids they just stand there until the power runs out and the droid tab has nothing on it
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.
-restrict zones
-food in storage unit
-droid home pad (like bed)
-rotate the coal burner
-adjustable levels for alerts/droids power
-custom droids
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.
For individual bots to give them more character:
Also here are a few ideas that you could implement for fighting drones:
Some ideas are possibly difficult to implement. Let me know which ones, I'll probably think of some workarounds :)
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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