Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - simon-82

#16
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 04, 2016, 07:43:53 AM
Quick update:

v.1.23a (find it here)
- Changed: New texture for DeepStorage
- Changed: Sereniz storyteller spawns fewer large threats 
#17
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 04, 2016, 04:58:33 AM
Quote from: WinterFlare on January 03, 2016, 05:53:40 PM
The reason I don't like the storage with that texture is if you reverse where it's placed IE: Hopper on the right or bottom side, it'll store items IN the hopper. I tried making them symmetrical in my base having them both face inwards, but it doesn't work that way.
Should have played around with the texture more, I agree.
I still like the idea of haveing the stack partially covered, though.
Since it is inside a deep container, makes sense to me. I'll make a new a new texture :)
Quote from: TLHeart on January 04, 2016, 02:26:50 AM
you are not the first person to have this problem with the sereniz story teller...

so I loaded my current game, changed to sereniz, and had 3 raids in 3 days....not what that storyteller is supposed to do...

So here is a quick fix attached to this post. download it, unzip it and place it in your mods folder. Then go to the mods screen and add it to the list of mods, at the end is fine, but it must come after (below) MVP. 

It will fix sereniz to do what the description says, lots of small irritations, and fewer raids.

It is save compatible, as it only changes the sereniz storyteller.
Don't know what's up with that Storyteller. I did not change anything in it. But thanks for the fix, will take a look at it and implement it in the pack
#18
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 05:40:36 PM
Quote from: NemesisN on January 03, 2016, 05:02:06 PM
the new texture of deep storage does not show the recourse image but some black lines instead

before in deep storage with original texture you could see everything what is stored where....now with this new texture I can't see what type of recourse is stored where unless I double click on every one and read what is stored

here is the screenshot
Yea, it is supposed to show that way.
It's a deep storage container, the top of that is container is a wood plank so the stack is covered with planks. I did it that way to show that the stack is inside the container, not laying on top of it.
Granted, there is only one big wooden plank on top of it now. You are right, that makes it kinda hard to see what's inside. I tested it in a much brighter environment tbh.
When it's not that dark, you can see pretty good what's inside.
But seeing your screenshot, I might change the texture again.
I think changing it to have 2 or 3 thinner planks on top still gives the desired effect and makes it easier to see through.
#19
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 12:22:36 PM
v.1.23 is ready :)

Find it here as always.
Not compatible with older saves/versions as always.
Do clean installs please, saves a lot of headaches :P

Full changelog:
- Updated: ColonyManager
- Updated: Hospitality
- Fixed: Typo in Cooking II/ColoredLights research (thanks @Shad)
- Fixed: Raiders carrying skywrath turret (again... sigh)
- Fixed: Pirate siege raids spawning with only melee weapons
- Fixed: Removing an artificial body part now gives back the removed part
- Changed: Cooking time for GrilledCheese adjusted
- Changed: Rebalanced burger recipes
- Changed: Cost/Hitpoints of Conduit/LightedWalls adjusted
- Changed: Increased market value of IntegratedCircuitsBoard
- Changed: Cost of electronic chips decreased slightly
- Changed: Reduced sound levels of some turrets
- Enhancement: Added non-fertile soil type as a way to remove any cultivated soils
- Enhancement: Small heater can be uninstalled
- Enhancement: Steam generator can be turned off manually
- Enhancement: Well is now rotatable, cleaned up the shadow
- Added: New crafting table: Hatter's workbench (improve recipe count per table)
- Added: New crafting table: Food Press (improve recipe count per table)
- Added: New colonist heads (BEARDS FTW!)(heads selectable in PrepareCarefully)
- Added: Additional lighting (solar powered outdoor lamp, wall light)
- Added: Dermal Regenerator (heals scars)
#20
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 10:56:45 AM
Quote from: Silverye on January 03, 2016, 10:47:18 AM
Numpty question - but I'm having issues getting Aluminum in my game world - need some to build a comms console and can't find any veins. Do you need to trade for it?
You are really unlucky if you don't find any Bauxite at all. It is modded to be just as common as steel ore. Do some strip mining if you don't find any on the surface. Or trade for it when a trader comes by.
#21
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 08:59:27 AM
Quote from: NemesisN on January 03, 2016, 08:36:28 AM
did you got any respond from mod developer on those Shields that bugg out with combat realism ?
nope, nothing so far. I looked through his code myself to find the problem but couldn't find it. I could use the shields without the CR compatability patch but bullets would just fly through the shields then, which makes them useless. So I better leave them out.
I was looking for other shields to put into the pack instead. There are shields by Skullywag, but not sure if you can fire through those.
#22
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 07:31:19 AM
Quote from: Levan_Kujak on January 03, 2016, 07:20:38 AM
hey there, i am testing the ModVarietyPack and i like it .. but somehow my Pawns can't clean even the cleanbot can't do it... am i doing something wrong?
Assign a cleaning zone. It is different from the homezone and has a broom icon.
#23
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 04:57:54 AM
Quote from: Autismo on January 03, 2016, 04:30:30 AM
Any idea why I wouldn't be able to install some of the prosthetics in the modpack?

For example: one of my colonists is missing an ear. So, I bought a normal ear from a trading ship, but I can't install it on her. Another example: I bought an Advanced Bionic Jaw. I harvested the jaw from one of my colonists (because there was no option to install the bionic jaw), but even after doing that I only have options to harvest organs or euthanize her. I can't install the new jaw.

However, I was able to install a Simple Prosthetic Leg on one of my colonists who got her leg chopped off in a fight. Now, I crafted this leg instead of buying it, unlike the ear and jaw, but I can't see why that would make a difference.
Medicine II for installing simple prosthetics
Medicine III for transplanting natural organs
Medicine IV / V for installing bionics / adv. bionics
There is a help tab where you can read about the unlocks.
#24
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 02, 2016, 06:19:01 PM
Quote from: jampy00 on January 02, 2016, 05:47:32 PM
Testing this modpack now. Would it be possible to make it without the texture pack included?
I changed a ton of textures. Vanilla ones and modded ones. Would be too much work to rip them all out again. Why would you want that?

EDIT: Here is a Sneek Peek of an upcoming feature! Modded heads with beards and other facial features :) Credits and huge thanks to Fluffy for his mad coding skills and making this possible!


#25
Ah ok, never mind then :)

I was just looking at your dll, found the class you added and played around with the recipes to see if it would work.
#26
Quote from: Ykara on January 02, 2016, 10:09:28 AM
Thank you both for pointing that out, I have no idea why I was missing that line. I've just added that line to every single hediff, it will be included in the next update.
No problem. Hope it helps :)

Ah damn, I should listen when the forum tells me there is a new post...
Ykara, I have a question.
How does fixing scars work? I did the operation with synthetic skin but the scars are still there after that.
#27
Quote from: TLHeart on January 01, 2016, 02:06:40 PM
I have not been able to remove parts and get the part returned... the part is removed from the colonist, but I never get the part back. Trying to upgrade a colonist from simple prosthetic leg to a bionic leg, but wanted the simple to craft another bionic... operation to install did not return the simple, and neither did the remove part.
@Ykara
There is an xml tag in the HediffDef for each part that deals with this. It is in the Core body parts. You seem to be missing it.
Adding it to the root of the part's HediffDef should spawn back the removed part:

<spawnThingOnRemoved>BionicHand</spawnThingOnRemoved>

Also I have a question.
How does fixing scars work? I did the operation with synthetic skin but the scars are still there after that.
#28
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 31, 2015, 07:51:21 PM
Quote from: losinator501 on December 27, 2015, 09:32:29 PM
Yeah that would be a nice thing... be able to place dirt, but only on top of cultivated soil
Yep I will add that in the next release. Place soil without cost (only a small work amount) over any type of cultivated soil you have created. This is a workaround to get rid of the old fields if you want to move the growing zone.

Nice Youtube vidoes btw @losinator501! I have watched every episode of your new season so far. Can't wait for more! Really enjoying it, keep them coming :)
#29
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 16, 2015, 10:58:30 AM
v.1.22 is released (download from here as usual) :)

Included are fixes for the stuff you have reported, more balancing and 2 new mods.
Enjoy :)

Changelog:
- Revert: TerraformingPump can't be uninstalled (reduced cost to compensate)
- Revert: Flour recipe no longer based on nutrition values
- Changed: Most norbal weapons slightly nerfed, Norbal Hammer has longer cooldown + is less accurate
- Changed: Basic storage available earlier
- Changed: Research costs rebalance
- Changed: Weapon crafting rebalance (see added high accuracy weapons)
- Changed: MechanoidTerraformer Incident is less likely, occurs later
- Fixed: Prosthetics/Bionics can now also be installed on Norbals
- Fixed: Prosthetics/Bionics giving "made from stuff" error
- Fixed: Missing recipes for installing natural stomach/leg
- Fixed: DeepStorage: Modified allowed storage settings + made new texture and shadow
- Enhancement: Grass can be grown now
- Enhancement: Setup script compatibility improvement
- Added: StorageSearch
- Added: High accuracy assault rifles, rifles, sniper rifles
- Added: ColonyManager
#30
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 15, 2015, 06:51:55 PM
Quote from: cst89 on December 15, 2015, 06:02:18 PM
I have tried the new script, it works well, except the same Windows security warning. By the way is it supposed to create a desktop shortcut? Because it does not create any.
Good! It creates the shortcut in the rimworld folder. You can move that to whereever you want though :)


Quote from: Edeal on December 15, 2015, 06:24:05 PM
Hi again, I think I encounter a little problem because it takesages to launch the game since I use the ModVarietyPack.
Like several black screen minutes before it finaly becomes possible to play.
Any ideas ?
It sure takes longer than vanilla. It has to load all the mods, so it depends on your computer.


Quote from: Traper on December 15, 2015, 04:07:51 PM
Loving the mod pack Simon it's realy fun, but I have one question, do you plan to add Zombie Mod to your modpack or do you find it unbalanced and not fitting?
Never tried the zombie mod. Does it have a storyteller or something so you can select if you want to play zombie mode or not?