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Messages - SuedKAT

#46
I have the same errors, the mods we have in common are these:

HugsLib
AC-Enhanced Crafting
More Furniture
Tilled Soil
Rimsenal - Rimhair
Efficient Light
Allow Tool
Remote Explosives
Expanded Prosthetics and Organ Engineering
A Dog Said
More Vanilla Turrets
Animal Tab
Medical Tab
Hospitality A16
FishIndustry
RimFridge
SS Bigger Batteries
RT Solar Flare Shield
RT Fuse
WorkTab

I've ignored it so far, but I have similar issues with corpses especially the ones that I put on the dump zone, it throws an error at me when they eventually disappear due to rot. My guess considering what it refers to is some kind of issue with the medical mods, perhaps a conflict or a load order issue.
#47
Quote from: cucumpear on January 26, 2017, 03:26:42 AM
Quote from: SuedKAT on January 25, 2017, 06:23:48 PM
Yes, I used the file provided in the alternative folder that comes with MF, main reason for that is since MF updated recently and changed a bit which made that the easier approach, you had to replace/rebuild all the end tables to not run into bugs etc. Loading LED Lights alone or combined with the MF patch breaks the linking between those two mods. I've tried making my own patch but so far I must admit it haven't really worked out so any help would be appreciated :)

Give this a try, worked for me so far. I'll add it to the download list and Steam after some more testing. Hope this fixes it for you! :D

Did some testing and it seems to work great, so huge thanks :)
#48
Quote from: cucumpear on January 25, 2017, 05:39:04 PM
Quote from: SuedKAT on January 25, 2017, 10:49:49 AM
Hello,

I've also been waiting for this mod to come back so I'm very glad to see it. I have however one issue, the More Furniture patch, More Furniture comes with an .xml to make it compatible with [SD] medicaddons: https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452

You'll find that and the instructions on how to do this in the Alternatives folder in MF:
workshop\content\294100\739089840\Alternatives

Loading the LED More Furniture patch kills the linking between MF beds and SD medic equipment, how do I fix that? I've tried playing around some with  <linkableFacilities> coding, but I just can't seem to get it to work.

// SuedKAT

You used the file found in MF and not the one provided by SD, right? Because that changes how I would fix that.
I won't have time to really look into it until tomorrow but I should be able to make you a fix (I hope, because I haven't actually used SD medic so far). The only reason you're not getting one right now is that it's the middle of the night and I'm too sleepy to make much sense of anything.  ;)
If you want to play around with it yourself: MF adds the facilities to each bed individually, so you should be able to build a patch by stealing mine and just adding all of the facilities to each bed. Then load the new patch last.
SD's compatibility version is a bit different, as it adds a kind of base bed, which links to all facilities.

Yes, I used the file provided in the alternative folder that comes with MF, main reason for that is since MF updated recently and changed a bit which made that the easier approach, you had to replace/rebuild all the end tables to not run into bugs etc. Loading LED Lights alone or combined with the MF patch breaks the linking between those two mods. I've tried making my own patch but so far I must admit it haven't really worked out so any help would be appreciated :)

#49
Hello,

I've also been waiting for this mod to come back so I'm very glad to see it. I have however one issue, the More Furniture patch, More Furniture comes with an .xml to make it compatible with [SD] medicaddons: https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452

You'll find that and the instructions on how to do this in the Alternatives folder in MF:
workshop\content\294100\739089840\Alternatives

Loading the LED More Furniture patch kills the linking between MF beds and SD medic equipment, how do I fix that? I've tried playing around some with  <linkableFacilities> coding, but I just can't seem to get it to work.

// SuedKAT
#50
Help / Re: Category Order
September 26, 2016, 09:03:38 AM
Ah I see, I hadn't checked what order the standard categories had and now when I did it all made sense. Thanks both of you, my perfectionist side is now pleased!

However an UI scale option in the vanilla game would be nice to have for us laptop players :)
#51
Help / [Resolved] Category Order
September 26, 2016, 07:46:40 AM
Hello,

I tend to play RimWorld with a lot of mods since I've played the vanilla experience quite a bit, therefore my regular categories such as "Furniture" and "Production" etc tends to get rather full. This is a problem since I mainly play on a laptop and when I open a category it tends to fill close to the entire screen and since there is no UI scale option I've therefore created a couple of new categories, like this:

As I'm a bit of a perfectionist I would love to have "Furniture x2" directly under or next to "Furniture", so I played around some with:
<order>XXX</order>
And yeah that kinda works, but just picking a random number hoping I will get lucky seems rather cumbersome, is there an easier way to sort my categories as I want?

//SuedKAT
#52
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 14, 2016, 06:24:58 AM
Quote from: crusader2010 on June 14, 2016, 01:48:14 AM
@SuedKAT: thanks for the reply! I'll be looking into vegetable garden, some more joy objects, industrialization and some of the mods you mentioned about lights, floors and decorations in general.

About the hauling priority mod, it's not compatible with AllowTool, but there might be a patch for it, or a version that includes the hauling mod.

Thanks for the ideas :) will play around with some stuff until I feel the UI is too cluttered and keep only the essential mods afterwards.

I've noticed that UI space is my biggest enemy at the moment ;)
Will most likely drop some stuff after I've tested them enough and feel I don't really need them, but my main issue is that I want/need just a couple of stuff from a mod that gives much more and well I'm back to square one again :P

Regarding Haul Priority, I'm using "HaulPriorityNoUnforbid" (different versions under "Download") which just have the hauling speed upgrade and not the allow tool capabilities, I haven't tried the "HaulPriorityLite" yet, but as you say I can imagine that it would clash with the Allow Tool. I've tried it alone as well as along all the mods and the blue arrow order, "upgrade haul order" (I believe it is) is bugged for me, however if I just use the green one, "give priority haul order" (or something similar) it does what it should.
#53
I can agree with you Justas love that the drums don't sound 100% natural, however as a game tune the tunes are perfect in my opinion (well a bit low but that we know already), I'm saying that as a music and metal lover my self if that's any credential to go by. As a game tune, meant to play in the background, to sound nice and atmospheric but not take focus away from the actual game they work very well, this is now one of my must have mods, I can't wait until you fix the volume a bit and add new tunes.
#54
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 13, 2016, 04:49:48 PM
Quote from: crusader2010 on June 13, 2016, 03:00:23 PM
@SuedKAT: may I ask that you let the author of Miscellaneous mods know about the map generator issues? You are the only one that can provide the actual error messages and such :)

Also, what other mods are you using, that seem to be working fine? I'm preparing a new pack version and would like more "material" to test. Thanks ;D

Firstly thanks for your reply earlier in this thread, bit of a late reply but it gave me things to troubleshot at least :)

I will let him know as soon as I'm sure that it's caused by that particular mod and not anything else. However that was the only issue I could find during my testing which perhaps could be a clue to issues experienced by others using the pack, well that and using the Blueprint mod a bit to much or rather in the "wrong way" so to speak.

I'm currently using these mods along side your pack, my only issue at the moment is the lack of UI space:

"Vegetable Garden" paired with some of cuproPanda's mods, mainly to utilize the soda brewing possibilites but also to get some of the other things, I'm using "CorePanda", "Additional Joy Objects", "Soda Brewing", "RimPharma", "Extra Floors" and the "Soda Garden" patch. I'm also currently checking out the "BrainMod", but haven't really had the chance to try it out yet:
https://ludeon.com/forums/index.php?topic=13400.0
https://ludeon.com/forums/index.php?topic=12934.0

Rikiki's "Fish Industry" (note I had issues with the Github version) and "Hydroponic room" (since I'm to lazy to click more than once):
https://ludeon.com/forums/index.php?topic=13172.0

"Tilled Soil", since it looks nice:
https://ludeon.com/forums/index.php?topic=11009.0

"LED Lights", kinda sweet to place inside walls, but you need to be rather careful with this one, since the lights are implemented as power lines. This means that you can and will run into issues if the two occupy the same cell, which can happen quite easy if you use the Blueprint mod, still if used correctly it works nice:
https://ludeon.com/forums/index.php?topic=14139.0

"Floor Lights" I mainly use the big ones to separate something like a kitchen from a hallway or the smallest ones as a kind of a doormat:
https://ludeon.com/forums/index.php?topic=9103.0

"Apparello" pared with "USCM" both to get more diversity, but also to create those awesome "military vs punks" shootouts ;)
https://ludeon.com/forums/index.php?topic=15117.0
https://ludeon.com/forums/index.php?topic=5085.0

I've added a couple more of ItchyFlea's Small Mods, "Target Practise" and "Medical Training", the first one since I find that to be a nice addition next to my "armory". The second one to boost my doctors some, to be able to utilize all the extra medical stuff already in the pack better. At least now my colonists can brag about being trained when they by mistake cut of a leg and damage the liver and left ear when trying to cure the scar on the right pinkyfinger:
https://ludeon.com/forums/index.php?topic=10623.0

"HaulPriority", it gives two extra order buttons, one is totally bugged, the other prioritize the stuff you select to be hauled, very useful if you want move more than a few items quick:
https://ludeon.com/forums/index.php?topic=18377.0

"P-Music", adds two more tunes to the game, quite nice ones but they are a bit low right now, but after 80+ hours playing Rimworld over the last two weeks I must admit I felt the urge for some new tunes in the game:
https://ludeon.com/forums/index.php?topic=20541.0

I've also added "Clutter" and most of T's Mods to get quite the diversity in terms of furniture and a couple of the floors added with T's Mods have quickly become my go to floors for pathways, storage etc:
https://ludeon.com/forums/index.php?topic=4373.0
https://ludeon.com/forums/index.php?topic=17610.0

Lastly I've added "Misc. Training" to get the melee dummy since I found that my Brawlers got a bit under powered in terms of combat capabilities compared to the gun wielding colonists otherwise:
https://ludeon.com/forums/index.php?topic=3612.0


So far I've built and used everything all the mods offer the "legit" way as well as utilizing dev mode to troubleshoot the issues people experience and the only proper issue I found was with the "Misc. MapGenerator" which I've now taken out of the mods I run with. Minor issues such as the issues the blueprint mod comes with, having to keep a close eye on how I place the LED Lights and the bugged haul order button is still there though. Ohh and my main issue at the moment is well... the UI is a bit large with all this stuff added so I'm working on some modifications to remove the stuff I don't want and perhaps create separate tabs for beds, lights and so on.

// SuedKAT
#55
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 13, 2016, 09:12:29 AM
Quote from: Havocprime on June 12, 2016, 08:51:12 PM
Unfortunately SuedKAT I've installed the games on multiple computers and multiple OS's and I can guarantee you that following the exact same procedure can lead to different results. On my work computer I have absolutely zero issues, installed the game/mod the exact same way as I did at home, no errors. However on my home rig, I had constant load errors no matter how many times I reinstall/place the ModsConfig.xml. Turning on the mods manually was the only thing that fixed this for me.

As a dev my self I know that all to well, but always nice to utilize "binary exclusion" as much as possible. I did some testing since I currently have a map I've spent 80+ hours on with this modpack and I don't fancy the risk of it being corrupted since I spend 3-8 hours playing it per "sitting".

Since I have no errors/issues on either of the 4 computers I use I can't replicate the issues some of you have, but if I spawned 1x of everything using "God Mode" on 10 different maps on each computer and let that run for a bit I might notice something. I didn't have any issues what so ever on 39 of those maps, however 1 of them threw errors in my face. After some checking it seemed to be related to "Miscellaneous Map Generator" and the hidden mech rooms that can spawn, when I tried to save that map and load it again all I had was the floors and my colonists everything else was gone.

I then spawned maps and cleared them to check if there was some mech rooms on them, on most occasions there was no issues, but on some I had errors and that was fixed if I use the 21x21 delete tool from the dev menu to just delete everything related to that room before I saved.

However keep in mind, I use more mods than this modpack comes with, but it can be worth trying/looking into at least.
#56
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 12, 2016, 10:54:59 AM
I've been using this modpack for a while now, haven't had any issues with it, even when adding other mods, so to the ones having issues have you followed the installation instructions correctly?

QuoteUser guide to install:

1. Delete or move all mods from the "\Rimworld\Mods" folder (except "Core").
2. Go to:
For Windows users: C:\Users\[your user name]\AppData\LocalLow\Ludeon Studios\RimWorld\Config
(make sure you have the Hidden Files and Folders option enabled in your file manager if you explore through the path toward this folder).
For Linux users: "/home/[your user name]/.config/unity3d/Ludeon Studios/RimWorld/Config"
For Mac users: "/Users/[your user name]/Library/Application Support/RimWorld/Config"
Delete(or move/backup) all the files that exist in that folder and copy the new "ModsConfig.xml" file, which is at the root of the attached mod pack archive, in the Config folder.
3. Extract the archive(i.e. the folders) into the "\Rimworld\Mods" directory.
4. Start the game, check that the mods appear correctly (through the menu) and play!

I can create errors like the ones you have as well rather easy, I simply don't put the ModsConfig.xml file into the correct place and don't clear the folder of any other config files which makes the mods load however they feel like. Not saying you've done that, but since I experience no issues what so ever even though I've added more mods to the pack it might be worth trying one more time since the only thing I've done to make it work is that I've followed the installation instructions.
#57
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 12, 2016, 10:41:31 AM
Quote from: Ankhtar on June 12, 2016, 07:50:05 AM
I disabled both the core and main CR as well as the EPOE patch. Is there another I've missed?

You need to disable the following:
Combat Realism
Combat Realism Defence
ED-Shields patch for CombatRealism
ED-Embrasures patch for CombatRealism
Combat Realism EPOE Patch
High Caliber Combat Realism patch
Miscellaneous CORE patch for CR

You also need to replace Rimfire for CombatRealism with the normal Rimfire if you still want it:
https://ludeon.com/forums/index.php?topic=9536.0

Edit: Quoted the wrong post...
#58
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 07, 2016, 05:56:35 PM
I've been playing RimWorld for about a week now, love these kinds of games and think I've spent roughly 50-60 hours on it so far. As usual it didn't take me long to check if the game had any mods and been trying this pack now for at least 40 hours of game play, must say, I love it since it gives a more natural progression curve and a larger diversity.

However I've found some bugs with the Blueprints mod, well perhaps not bugs, but more things that is wise to keep in mind:

If I create a bedroom, with all the furniture (especially the heater) etc in it or a turret placement with the Vulcan gun as an example and then create a blueprint of that room/location and rotate it, the graphics also gets rotated on some stuff. The heaters looks especially funny and the base of the Vulcan gun is all of a sudden a hexagon instead of a square. This mostly happens in "God Mode" but it also happens frequently while in regular mode, they still work as they should though.

If you place a power line on top of an existing power line with a blueprint one ain't always canceled out which leads to two power lines in the same location, leading to errors the severely lag out my game. This mostly happens in "God Mode" but it also happens frequently while in regular mode. This can on rare occasion happen if I build any power generating thing on top of a place were I previously had a power line as well. I've spent quite some time hunting down were I might have put a power line on top of another now.

Quite frequently I also have issues with grass coming through the floor if I have a potted plant in the blueprint, I think it depends on what is built first, the floor or the potted plant. In "God Mode" I need to remove and replace any potted plants to get rid of this.

This is perhaps more a bug/thing with that particular mod and not the pack itself, but you might be able to fix/tweak it nonetheless.


I also wish to suggest this mod I found to be added to the pack "Vegetable Garden": https://ludeon.com/forums/index.php?topic=12934.0
Works to my experience without issues with the pack and adds just as much diversity on the food side as the rest of the pack have in other areas.

Ohh and lastly I've been looking for a mod or some way to alter the trade window a tiny bit. Lets say that I have 400 of X and it sells for 10$/X, I want to sell as much as possible but the trader only have 2000$ so I can only sell 200 of X to the trader. Right now this means that I have to click 200 times on the + arrow to add yet another thing for sale, this is extremely cumbersome, is there any way around this? A simple solution would be that when you press >> you only sell the amount of stuff the trader actually can afford and not every single item of X that you own or the ability to alter the number by just typing 200. Or am I simply missing something?

// SuedKAT
#59
Quote from: Kilroy232 on May 08, 2016, 05:37:19 PM
Quote from: duduluu on May 06, 2016, 06:03:39 AM
can not load the textures of "Things\Projectile\Rocket"

I will check this out now
Had the same error, checked the def's and textures etc, couldn't find anything strange, so I thought it might be some kind of compatibility issue with some other mod. The only other turret mod I got is ED-MoreVanillaTurrets: https://ludeon.com/forums/index.php?PHPSESSID=8fd21c4fd220ccd56000b322d1bdf89a&topic=18995.msg207265#msg207265

So I moved this mod above that one (and a lot of other mods as well), now everything seems to work ok. Can't think of any of the other mods I had loaded above this one which will cause an issue like this, but I've been testing mods all day so I'll leave it to you to troubleshoot further.