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After I started using this mod, survivors seems to not wanting to automatically choose to go to the medical beds. They can still be ordered just fine though.
I have almost no lua experience, so I might be wrong, but think the issue lies with the code in "UnitMedicalBed.lua", line 56:
if not power_consumption or power_consumption <= 0 or patient and patient.require_treatment <= 0 then return end
If I'm on to something, would it be possible to solve by assigning some "trickle" idle value, like 1 or something?
Hope it's helpful - and that I'm not misidentifying the root cause
also, for turrets you have sensors to enable them only on need
send me a log maybe
yeah, I forgot the furnaces were on a circuit, that was powering them down when the charge was <70%. I took them out of the circuit and the behavior stopped.
Basically the native power saving through circuits mechanic and this mod are competing entities with the same goal. So maybe excluding the devices (from the mod processing) with configured circuits that are on Low Battery Sensor - is a good idea. But I also imagine it is lot of work or even impassible. So at the very least you could add a warning in the mod description.
I understand what you mean but I didn't notice this problem while playing and I had used two furnaces like that placed nearby.
I think I kind of reproduced it when the power was limited - as in not enough to turn on the device(s). So, when the furnace is on idle mode (but not enough power surplus to start it) the mod does see it as possibly working and brings resources to it; once it has resources there is not enough power to start the job and the resources may be transported somewhere else.
Could this be your situation too?
If so, I would think about it but not sure how I could handle it better. As you noticed this is not a core mechanic and a lot of tricks were needed in order to hook it into a very core functionality which is not easy...
I don't think it's specifically a furnace bug, but one that tends to manifest on them because the recepies are all single ingridient (SIR) ones. also other powered stations that have SIR are tipically a single instance or do not produce the SIRs simultaniously.
Great mod btw, needs to be core, concidering Factorio-like games always have this as the core mechanic. But the game has this "follow the Rimworld no matter what" philosophy sadly...
1. a character brings ingridients and loads them into a furnace A
2. the character recieves a request to bring ingridients to the furnace B
3. the furnace A is unpowered so it's treated as a the nearest storage hance the character goes and unloads furnace A's ingridients and brings them into furnace B
4. repeat until something changes (the character gets tired, the amount of products exeedes the limit, some other character manages to turn a furnace on, etc)
As you can imagine this is a huge problem, since both resource production is hampered and the work time of chars is wasted.
To fix this either the furnace needs to be turned on right after the ingridients arrive or the character mechanic regarding where the resources come from needs to be altered.
And everytime the power goes out you have to go round turning on all the devices again. The drying rack will not power on with your mod installed sadly
It is a great quality of life mod. Its under estimated how much power you lose just because something is idle and merely plugged in....
If your power goes below the threshold for any of the devices and goes back up, the mod won't trigger an "ON"-state.
Found this on a save in which my power drains everytime at night and goes full on daytimes.
this mod is solid anyway even if u keep working on it or not, it's already on my list of go to mods.
Time is the main bottleneck, not the money. I definitely will get the DLC at some point one way or another and one of the reason I don't rush to get it is that I don't want to become overwhelmed as I still have some ideas to work on without it.
you ll have to answer so i don't buy it for nothing.
Apparently the issue with devices not properly working when fresh built is some sort of corner case but I can't pin point the conditions for it. In my test all the devices affected by this mod behave properly immediately after built.
If you encounter it please send me a save or try to let me know what may be special in your situation (ie. enough power when this mod turns off the consumption, so no missing power reported, but not enough to have them working... stuff like that)
the automaton bed doesnt save power still.
As per the crafting thing, that the other dude mentioned i cant say anything as i didnt craft but i ll be playing this weekend with a few other mods installed so i can make more observations
i see injto4ka is a fan maybe he will hook you up with a dlc key, I'll add a few of these to attract attention xD !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thanks. I don't have the DLC yet so I would look into the related stuff when I get it.
I will try to reproduce the issue you mentioned but I think indeed there could be some issues with newly built devices.
Turning them off and back on after newly built should hopefully fix those until I'll be able to get to the root of it...
Mersi!
-robots drones and the new elevators are not affected they work all the time, not sure if the elevators should save energy tho it might mess up with the AI pathing,
-the new automaton bed doesnt turn off I had two of them both consuming while not being used
-now the curious thing i had 2 soldering benches, 3 electrical smelters which werent active for 3 game days while i was testing, but one soldering bench and one smelter were on while the rest were not consuming as the ui was showing,
I think i built every consumer possible if i haven't mentioned them they were working as i expected like turrets,sensors or the hydroponic racks which need to be always on.
That is it! If u think of anything that i might miss i am still in game today and i can check.
Noroc. Dar nu ma angajez ca mod tester xD, doar azi.