Closed BorealisPhoenix closed 8 years ago
Love the new update.
HI, I think 1 and 4 are something to do with EDB User-interface storing colonists until game reload somewhere... have not had it happen often enough to track it down as reloading fixes it. For 3 you could add the Soylent green mod https://ludeon.com/forums/index.php?topic=5450.0 (Updated link I tested to work on page 24) Adding that in this way would be balanced in that tossing bodies in the soylent machine prevents leather and it sells for next to nothing.
For 2 it sounds like a copy of the Fence Def files with a change to be made of stuff and renamed could work, though the texture would probably need modification and not sure if the pawns would use it as a 'jail bar'. Though if that works for your usage im sure thats fine
As for 5. I know stockpile priority being critical can cause a problem, or when bought the MAI builder can sometimes not initialize properly (thought that bug was fixed - had this issue myself) as the thing that builds the MAI should be automatic once filled.
1.I'll look into the mod
Should be all XML based for what you would be looking to do so.... ==== Rough rundown ====
Take the files you want to change and put them in a folder (/yourmod or something) and keep the directory structure intact (for example take the relevant bits from the the fences and put them like this Mods\YourNameMod\Defs\ThingDefs\xml_file_they_live_in) The texture should still exist if you load your mod after the original mod it came from without making your own copy. Cant walk you through it much here but if you wanted you could pop in the modder slack, there is usually someone around to help out. ( reference this post if your interested https://ludeon.com/forums/index.php?topic=14501.0 )
Tank you man.
The first issue with 'ghost' pawns is probably the same problem as the generally known 'reload the game after changing mods' - modded assemblies are not getting properly destructed/re-instantiated, so any static variables linger around. I think.
I have from time to time an issue where the previous world will carry over into a new game and the people from the previous world will be in rosters or outfits and my new people are not there. It also glitches out stockpiles and other things.
Also, I am sure you are crazy busy between real life and smashing bugs but have you given any thought to multi resourced prison bars? :D
Don't know if this would ruin the balance of the game. but is their a way to make it so that human meat put in the food synthesizer does not get seen as human. For realism something synthesized into a protean paste is no longer human.
Edit: The problem is always fixed after making a save then restarting the game. More Edit: Also having trouble with the Mai mod auto crafting Mai