Poll
Question:
Rate your Epyk Pack experience.
Option 1: Epyk Pack is awesome! 10/10
Option 2: It's a good mod pack.
Option 3: It's okay.
Option 4: Meh, not my cup of tea.
Option 5: I don't like this mod pack at all.
Option 6: I haven't tried the Epyk Pack.
(http://i57.tinypic.com/f02bgm.png%5Dhttp://i57.tinypic.com/f02bgm.png)
The Epyk pack is a heavily modded mod pack filled with more than 40+ of the best of mods available to enrich your RimWorld experience. With a ton of new content introduced from cosmetic decoration to new turrets and defenses. Each new release is thoroughly tested to make sure you, the user, doesn't have any problems. If you're looking for a modded RimWorld adventure then the Epyk Pack is for you!
I have decided the Epyk Pack has reached a soft-cap for mods. No more mods will be added unless there's an extreme favor for a mod.
Follow the @EpykPack (https://twitter.com/EpykPack) on Twitter!
Epyk Pack Alpha 9 Download:
Epyk Pack Alpha 8 Download: Epyk Pack 1.18y (http://www.mediafire.com/download/myupky9taw6lscv/Epyk_Pack_1.18y.zip)
Click here for SendSpace mirror if MediaFire isn't working. (https://fs11n2.sendspace.com/dl/269fb866d5e141b1639315816fdfad0e/54ff9f8e4d74a5c4/ps6hh6/Epyk%20Pack%201.18y.zip)
Epyk Pack Alpha 8 ModConfig.xml can be found here (http://www.mediafire.com/download/2t2mu9jam6vx4yw/ModsConfig.zip) and here (https://fs11n2.sendspace.com/dl/10dc6fae1a806c13572dc7f9809ac1d3/54ffa15c20a03647/0tupba/ModsConfigA8.zip) for a SendSpace mirror if MediaFire isn't working.
(Click here (http://pastebin.com/t99cUnRu) for the mod order used in the Epyk Pack Alpha 8)
This mod order is what I came up with whilst testing, if you have a better order send me a PM.
Please tell me why it's a better mod order with the PM. Thanks!
How to install:(Click here (https://www.youtube.com/watch?v=YVwjudbiUNI&feature=youtu.be) for video)
1. Download Epyk Pack.
2. Go to your RimWorlds directory.
3. Open your mods folder then delete all existing mods, if any. Make sure you do not delete "Core" as it is needed for Rimworld to work.
4. Extract all contents from the Epyk Pack.zip into your Rimworld mods folder.
5. Download ModsConfig.zip here (http://download1980.mediafire.com/c29vb70347sg/2t2mu9jam6vx4yw/ModsConfig.zip). (Click here (https://fs11n2.sendspace.com/dl/09dfe3ef12b43ac3f758ae273cad4a1b/54e264ce01152238/0tupba/ModsConfig.zip) for ModConfig.zip if MediaFire isn't working.)
6. Now open RimWorld, click "options", click "open save data folder". Open the "config" folder and delete the ModsConfig.xml file.
5. Now drag/extract the new ModsConfig.xml file from the ModsConfig.zip. You can now close this folder.
7. Now go back to your RimWorld application and close it.
8. Restart Rimworld and create a new world and colony.
9. Enjoy!
Mod description, links, and credits:
Click mod name or author name to go to corresponding web page.
Alpha Muffalo (https://ludeon.com/forums/index.php?topic=3060.0) - Adds a bigger, stronger, more sexy muffalo. The Alphalo! - By Kirid (https://ludeon.com/forums/index.php?action=profile;u=3630)
Apothecarius (https://ludeon.com/forums/index.php?topic=5450.0) - New medical supplies, Soylent Green food, and a new Hive Mind feature! - By JuliaEllie (https://ludeon.com/forums/index.php?action=profile;u=11828)
Apparello (https://ludeon.com/forums/index.php?topic=5085.0) - Adds a whole mess of new apparel! - By Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918)
AutoHauler (https://ludeon.com/forums/index.php?topic=8698.0) - Hauling mechanic that makes your life easier! - By alphalol (http://tinyurl.com/alphalol) Alpha 8
Better Beacons (https://ludeon.com/forums/index.php?topic=9296.0) - Automatically makes a stockpile for your trade beacon! - By JuliaEllie (https://ludeon.com/forums/index.php?action=profile;u=11828) Alpha 8
Caveworld flora (https://ludeon.com/forums/index.php?topic=9277.0) - Caves now spawn various glowing mushrooms! - By Rikiki (https://ludeon.com/forums/index.php?action=profile;u=9181)
Ceiling Lights (https://ludeon.com/forums/index.php?topic=8402.msg83475#msg83475) - Adds ceiling lights! Comes in 4 groovy colors! - By jacob814 (https://ludeon.com/forums/index.php?action=profile;u=2087)
Central Heating (https://ludeon.com/forums/index.php?topic=8476.msg84066#msg84066) - Improves temperature control! - By carlgraves (https://ludeon.com/forums/index.php?action=profile;u=19514) Alpha 8
Clutter (https://ludeon.com/forums/index.php?topic=2541.0) - Adds a butt-ton of furniture! - By mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507)
Cryptohax Cryo Charges (https://ludeon.com/forums/index.php?topic=7955.0) - No more getting ambushed from raiders and scarabs from crypto caskets! - By JuliaEliie (https://ludeon.com/forums/index.php?action=profile;u=11828) Alpha 8
CyberneticsStorm (https://ludeon.com/forums/index.php?topic=7970.0) - Improves the limb system and adds new armor! - By elStrages (https://ludeon.com/forums/index.php?action=profile;u=18927)
Darkness (https://ludeon.com/forums/index.php?topic=10327.15) - Nights are now dark! Be sure to get your lights out! - By Viceroy (https://ludeon.com/forums/index.php?action=profile;u=3191)
EdB Interface (https://ludeon.com/forums/?topic=5258.0) - Improves the UI of Rimworld! - By EdB (https://ludeon.com/forums/index.php?action=profile;u=11058)
EdB Mod Order (https://ludeon.com/forums/index.php?topic=7454.0) - Arrange your mods to load in a specific order! - By EdB (https://ludeon.com/forums/index.php?action=profile;u=11058)
EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) - Set up who and what you want your colonists to be and start with! - By EdB (https://ludeon.com/forums/index.php?action=profile;u=11058)
Enhanced Defense: Phoenix Edition (https://ludeon.com/forums/index.php?topic=6636.0) - By Jaxxa (https://ludeon.com/forums/index.php?action=profile;u=2261)
ED DeepStrike - Transport colonists and/or supplies anywhere with a drop pod!
ED Embrasures - Murder your enemies through the openings in a wall!
ED LaserDrill - Need a geyser? Make your own with the laser drill!
ED OmniGel - Create raw resources with this new plant!
ED PersonalShields - Give your colonist their own shields and lead them to victory!
ED Plants24h - Plants grow around the clock!
ED Shields - Create force fields to protect your colony!
ED WirelessPower - Get yourself on the grid without any conduits! Alpha 8
Glassworks (https://ludeon.com/forums/index.php?topic=3223.0) - Add more variety with windows and glass furniture! - By ITOS (https://ludeon.com/forums/index.php?action=profile;u=4591)
Horrors (https://ludeon.com/forums/index.php?topic=10326.0) - Adds a uncivilized monstrous faction into RimWorld! Beware of the darkness! - By Viceroy (https://ludeon.com/forums/index.php?action=profile;u=3191)
IceSheet (https://ludeon.com/forums/index.php?topic=7882.0) - Adds a new ice biome! Can you survive the cold? - By iame6162013 (https://ludeon.com/forums/index.php?action=profile;u=3934) Alpha 8
Industrialisation (https://ludeon.com/forums/index.php?topic=8902.0) - Adds a mining drill and nuclear power! - By
eatKenny (https://ludeon.com/forums/index.php?action=profile;u=13374)
Latta's small mods (https://ludeon.com/forums/index.php?topic=11171.msg111220#msg111220) - By Latta (https://ludeon.com/forums/index.php?action=profile;u=35458)
Soiling - Create soil that can even replace floors!
LessIncidentTrolling (https://ludeon.com/forums/index.php?topic=6892.0) - Reduce solar flares and crop blights. - By marvinkosh (https://ludeon.com/forums/index.php?action=profile;u=11019)
Mechanical Defense 2 (https://ludeon.com/forums/index.php?topic=7380.0) - Adds a huge line of new defense capabilities, droids, and more. - By mipin (https://ludeon.com/forums/index.php?action=profile;u=8625) Awaiting capability for Epyk Pack Alpha 9
Mining&Co.: Alert Speaker (https://ludeon.com/forums/index.php?topic=8761.0) - Adds an alarm system to RimWorld to help ready your colonists for battle! - By Rikiki (https://ludeon.com/forums/index.php?action=profile;u=9181)
Mining&Co.: Force field (https://ludeon.com/forums/index.php?topic=10201.0) - Creates a tactical force field for protection. - By Rikiki (https://ludeon.com/forums/index.php?action=profile;u=9181)
Mining&Co.: Mobile mineral sonar (https://ludeon.com/forums/index.php?topic=8375.msg83135#msg83135) - Find ores with this mineral sonar! - By Rikiki (https://ludeon.com/forums/index.php?action=profile;u=9181)
Miscellaneous w MAI ( Alpha 8 ) (https://ludeon.com/forums/index.php?topic=3612.0) - Mobile AI, Weapon Turrets, Group Keybinds and much more! - By Haplo (https://ludeon.com/forums/index.php?action=profile;u=161)
Modular Hydroponics (https://ludeon.com/forums/index.php?topic=8349.0) Improves the hydroponics feature. - By Vas (https://ludeon.com/forums/index.php?action=profile;u=2872) Alpha 8
MoreHair and AnimuHair (https://ludeon.com/forums/index.php?topic=6585.0) - Adds more hair variety for your colonists and encounters! - By Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918)
More Vanilla Turrets (https://ludeon.com/forums/index.php?topic=9521.0) - Adds a variety of vanilla-style turrets to the game! - By Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313)
Norbals "Vikings" - Ragers! - Faction (https://ludeon.com/forums/index.php?topic=7670.0) - Adds the Norbals faction! - By Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918)
Pawn State Icons (https://ludeon.com/forums/index.php?topic=9163.0) - An icon appears next to a colonist when they have a status effect . - By Sadler (https://ludeon.com/forums/index.php?action=profile;u=35474)
PowerSwitch (https://ludeon.com/forums/index.php?topic=2890.0) - Use a power switch to turn off electricity! - By Haplo (https://ludeon.com/forums/index.php?action=profile;u=161)
ProjectArmory (https://ludeon.com/forums/index.php?topic=1950.0) - More weapons, more weapons, and more weapons! - By Evul (https://ludeon.com/forums/index.php?action=profile;u=511) Alpha 9 update coming
Prison Improvements (https://ludeon.com/forums/index.php?topic=10069.0) - Prisons seem more organized now! - By Wastelander (https://ludeon.com/forums/index.php?action=profile;u=37222)
Quality Labels (https://ludeon.com/forums/index.php?topic=9071.0) - Show the quality of your melee weapons with touching them! - By
JuliaEllie (https://ludeon.com/forums/index.php?action=profile;u=11828) Alpha 8
RedistHeat (https://ludeon.com/forums/index.php?topic=11056.0) - A Central Heating A9 update! - By Latta (https://ludeon.com/forums/index.php?action=profile;u=35458)
RimTroopers - Faction (https://ludeon.com/forums/index.php?topic=8370.0) - Adds the RimTroopers faction! - By Berengar (https://ludeon.com/forums/index.php?action=profile;u=9890) Alpha 8
RoofSupport (https://ludeon.com/forums/index.php?topic=7458.0) - Easy roof support while mining and building! Did I mention they don't impede your colonists? - By Nommy (https://ludeon.com/forums/index.php?action=profile;u=29093)
Skullywags Weapons, Tools and Trinkets (https://ludeon.com/forums/index.php?topic=6034.msg58569#msg58569) - By skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346)
ShapedCharge - A device that will remove roofs!
Stargate - Jaffa, Kree ! - Faction (https://ludeon.com/forums/index.php?topic=7869.0) - Adds the Jaffa Faction! - By Carnov (https://ludeon.com/forums/index.php?action=profile;u=31338) Alpha 8
ItchyFlea's Small Mods (https://ludeon.com/forums/index.php?topic=10623.0) - By ItchyFlea (https://ludeon.com/forums/index.php?action=profile;u=959)
Target Practise - Hone your clonists combat skills!
Modular Tables - Create the perfect table!
Medical Training - Train your colonists to be better doctors!
Thingamajigs (https://ludeon.com/forums/index.php?topic=6482.0) - Workers unite! Adds a variety of workers tools than enhance a skill while still packing a punch. - By Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918) Alpha 8
Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0) - Adds an array of new turrets! - By eatKenny (https://ludeon.com/forums/index.php?action=profile;u=13374)
Be sure to thank the mods or comment on these fine modders mods! Without them the Epyk pack wouldn't be so epic!
UpdatesI will always be updating you guys on everything I change with the Epyk Pack.
Every mod hotfix/update and every added/removed mod will be posted below.QuoteUpdate format:
Date, Epyk Pack version
- Changes
Date format is Month.Day.Year
Alphabet letters indicate how many hotfixes/updates have been made. A = 1, B =2, and so on.
The number after the decimal indicates how many mods been added.
2.16.15 Epyk Pack 1.18y
- Increased time for Caveworld Flora plants to grow
- Increased market value of CyberneticsStorm weapons
- Slighty reduced health of Horrors
- Removed ED Plants24h
2.14.15 Epyk Pack 1.18v
- Increased time for Omni Gel to grow
- Increased power, reduced production rate, and increased recipe requirement of Ore extractor
- Increased power, reduced production rate, and increased recipe requirement of Fissure generator
- Chunks can now be produced from Ore Extractor
2.12.15 Epyk Pack 1.18t
- Added Darkness!
- Added Horrors!
- Added ShapedCharge!
- Added CaveWorld flora!
2.10.15 Epyk Pack 1.14t
- Added Mining&Co.: Alert Speaker!
- Added Mining&Co.: Force field!
- Clutter update!
2.8.15 Epyk Pack 1.12s
- Pawn State Icons hotfix
2.7.15 Epyk Pack 1.12r
- Added IceSheet!
2.3.15 Epyk Pack 1.11r
- CyberneticStorm update
- EdB UI Interface update
- Pawn State Icons update
- Modified the mod order
1.31.15 Epyk Pack 1.11o
- Added Apparello!
- Pawn State Icons update!
- CyberneticsStorm update!
1.27.15 Epyk Pack 1.10m
- Miscellaneous w MAI update!
- More Vanilla Turrets update!
1.26.15 Epyk Pack 1.10k
- More Vanilla Turrets update!
1.24.15 Epyk Pack 1.10j
- Added More Vanilla Turrets!
- EdB Prepare Carefully update!
1.22.15 Epyk Pack 1.09i
- Added Mechanical Defense 2
1.21.15 Epyk Pack 1.08i
- Thingamajigs update, Added nailgun and bread knife
1.20.15 Epyk Pack 1.08h
- Added Better Beacons
1.20.15
Epyk Pack 1.07h
- Big CyberneticStorm update! New weapons, new faction, and fixes
1.18.15
Epyk Pack 1.07g
-Turret Collection hotfixes
1.15.15 Epyk Pack 1.07f
-Added Industrialisation
1.14.15 Epyk Pack 1.06f
- CyberneticStorm update
- Pawn State Icons update
1.11.15 Epyk Pack 1.06d
- Added Pawn State Icons
- Small Miscellaneous update
1.10.15 Epyk Pack 1.05c
- Spoonge Awakens content from the Clutter mod now work on all Alpha8 versions of RimWorld
1.10.15 Epyk Pack 1.05b
- Added EdB Mod Order
- Small TargetPractise update
1.9.15 Epyk Pack 1.03a
- Big update to the TargetPractice mod. Now with shooting ranges and dummies for training melee!
1.9.15 Epyk Pack 1.03
- Added AutoHauler
- Added Miscellaneous with MAI
1.8.15 Epyk Pack 1.02
- Added Central Heating mod
1.7.15 Epyk Pack 1.01
- Added Quality Labels
1.6.15 Epyk Pack 1.00 release
FAQQ. Items unforbid themself when I forbid them.
A. This is caused by the AutoHauler mod in the Epyk pack. Everything in a home region gets unforbid automatically, make sure you put your medicine in a separate pile and remove home region.
Q. Textures are missing, all I see is a pink X?
A. This can be easily fixed by restarting the RimWorld application.
Q. I get a prolonged black screen when trying to start Rimworld.
A. The number one reason for this would be that you accidentally deleted the "Core" folder from your mods folder. Next would be because your newly added mods are loading and may cause a extension when waiting for RimWorld to start, this is usually a one time occurrence before RimWorld loads quicker again.
Known Issues
- Hamatchi can cause RimWorld to load slow and/or crash. If you're experiencing these problems and have Hamatchi installed, restart Hamatchi or uninstall it. Please note this is an issue with RimWorld in general, not just the Epyk Pack.
Other InfoYou may wonder why the Epyk Pack is chock-full of mods.
Every mod in the Epyk Pack is carefully chosen and prepared in such a way that each mod just works together smoothly.
I made the Epyk Pack in mind of a brand new game experience that is vastly different from the vanilla, a quick entrance into the modded RimWorld with a WOW.
Mods also come and go and the Epyk Pack's high number of mods ensure the long life of it's existence. This keeps the mod pack alive through every Rimworld update to come!
I spy, with my silly eye
something render/lensflarey!
Videos:
Coming soon.
I smell heavy photoshop and some great mods ;)
Download link has been added! I hope you guys enjoy this mod pack! I know I am!
Updated the messy credit links!
Epyk Pack updated!
Epyk Pack 1.01
- Added Quality Labels
Looks pretty neat. Wish I had it when I first started playing :). Saves a lot of effort going trough the mod lists one by one, downloading, checking for updates and hotfixes.
Do you plan to add Haplo's Miscellaneous w MAI (https://ludeon.com/forums/index.php?topic=3612.0) mod?
Quote from: Asero on January 07, 2015, 07:58:31 PM
Looks pretty neat. Wish I had it when I first started playing :). Saves a lot of effort going trough the mod lists one by one, downloading, checking for updates and hotfixes.
Do you plan to add Haplo's Miscellaneous w MAI (https://ludeon.com/forums/index.php?topic=3612.0) mod?
Really glad you're taking interest!
I have indeed been eyeballing that mod, I am currently running through colony plays with the current mods checking for any errors or game play issues. No doubt that mod will be added eventually.
I am always open to suggestions!
After some hours of testing Epyk Pack 1.02 is now available and is very stable.
Also added the Central Heating mod (http://tinyurl.com/CentralHeatingMod)!
I accidentally saved over the main post that was suppose to be a reply. I messed up, I feel like an idiot.
Time to do all that all over.
hey i am new here so this might be quite dumb but the downlink just refrere to a blank page? is it on my end or the post end?
Quote from: Duckson on January 09, 2015, 07:41:52 AM
hey i am new here so this might be quite dumb but the downlink just refrere to a blank page? is it on my end or the post end?
Try it now.
There we go! The main post is spic n' span now. Cleaned up the credits.
Also Epyk Pack 1.03 is now available!
Quote from: Epyk on January 07, 2015, 08:03:24 PM
I am always open to suggestions!
If you are planing on making an awesome modpack, than maybe (just maybe) you will be interested to see other players mod compilations that are more (or less) stable. I'll just compare mine with yours.
<activeMods>
<li>Core</li> - default
<li>EdBModOrder</li> - optional
<li>EdBInterface</li> - OK
<li>EdBPrepareCarefully</li> OK
<li>EdBScenarios</li> perhaps
<li>CrashLanding</li> perhaps
<li>ProjectArmory217</li> OK
<li>Liandri Corp</li> perhaps (works great though)
<li>Apparello</li> possible conflicts (just released, possible bugs)
<li>Norbals</li> possible conflicts (works great with Apparello)
<li>CentralHeatingMod</li> OK
<li>Clutter</li> OK
<li>A2B conveyor belts & co.</li> suggested (no conflicts on my side)
<li>LessIncidentTrolling</li> OK
<li>Right Tool For The Job</li> similar to Thingamajigs
<li>Stonecutting Tweak</li> suggested (no conflicts at all)
<li>T-ConditionRed</li> suggested - T's Mods
<li>T-ExpandedCloth</li> suggested- T's Mods (possible conflicts with Modular Hydroponics)
<li>T-ExpandedCrops</li> suggested - T's Mods (possible conflicts with Modular Hydroponics)
<li>T-MoreBeds</li> suggested - T's Mods
<li>T-MoreFloors</li> suggested -T's Mods
<li>Turret Collection</li> OK
<li>SurgeryExtendedAndBionics</li> will conflict with CyberneticsStorm (I like Surgery Extended more but who cares...)
<li>BrainSurgery</li> goes with Surgery Extended
<li>MAI</li> OK
<li>IceSheet</li> suggested (no conflicts on my side)
<li>Miscellaneous_185_HiRes</li> OK
<li>Industrialisation</li> suggested (no conflicts on my side)
<li>Glassworks</li> OK
<li>RoofSupport</li> OK
<li>DoorControl</li> doesn't work with not vanilla doors (glass, bronze, etc.)
<li>Embrasures 1.3</li> OK
<li>MedicineKitCrafting 1.2</li> similar to Apothecarius (Apothecarius looks better)
<li>Weapon Crafting 1.1</li> perhaps
</activeMods>
I have some errors showing in the console, but nothing critical or visually observable. Everything works fine (16+ game hours with this build on Ice Sheet with Crash Landing scenario)
Thanks for letting me waste your time.
Quote from: volodo on January 09, 2015, 06:04:11 PM
Quote from: Epyk on January 07, 2015, 08:03:24 PM
I am always open to suggestions!
If you are planing on making an awesome modpack, than maybe (just maybe) you will be interested to see other players mod compilations that are more (or less) stable. I'll just compare mine with yours.
No problem, always glad to give and receive help!
As of now Epyk Pack works like a charm, and any current error messages are a brush on the shoulder. Before I change anything with the pack (New mods, mod hotfix, alpha change, etc.),
I do a very intensive test before hand.
I've been looking at a number of mods currently available.
I need to keep the pack in check. I don't want it to get so huge it's not a mod pack anymore but just a file with a bunch of mods. I'll add a mod on my behalf if it's too good not to add.
I will however take suggestions, especially multiple suggestions for the same mod, seriously.
When the mod pack gets more attention, I'll throw in a poll once in awhile to let the user decide the direction of the mod pack.
Apparently, Tynan tweeted about your mod pack! Cheers :) https://twitter.com/TynanSylvester/status/553771088191447040
Quote from: Austin_Kim on January 09, 2015, 11:34:16 PM
Apparently, Tynan tweeted about your mod pack! Cheers :) https://twitter.com/TynanSylvester/status/553771088191447040
Holy crap! That's awesome.
Thanks for letting me know, looks like I'll work extra hard at keeping this mod pack alive.
Can you add aperello?
Aperello would be great :D
Also please PLEASE add Mechanical Defence 2 once it's updated, they have Droids you can build! Lol :)
Mech Def. 2:
https://ludeon.com/forums/index.php?topic=7380.0
Great pack, turning to this now when I play, will update frequently as they come out :D
I would love to see XtraPlants!
A bit of a newbie question here in getting this to work (first mod but I liked the idea and the pack). I did as the installation notes said, but how do I know if the mod is active? I start a new colony and there's no new buildings and no new research or anything, but the mod shows up as activated in the mods list and I restarted my game and started a new colony since then.
Is it working or what?
Great pack, looks very similar to the list of mods I play with, with the exception of a couple of faction mods (just for a laugh). Glad to see that 'Prepare Carefully' made it in, I have to say that's one of my favourite mods, especially for testing other mods without so much hassle.
Keep up the great work, I may have some suggestions in time.
No love for Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0)??
Great pack though Epyk. These mods have brought some really awesome things to RimWorld.
Definitely love crash landing, my latest colony was spawned from that scenario :)
Bug Report:
One of the mods in the pack (sorry, not finished figuring out which one yet) seems to prevent colonists from planting seeds (growing) and instead they go into 'standing' mode. This occurs with both hydroponics and fields. I'll try to update with more info as I get it.
Anybody else having this issue and/or have a workaround? Or is this a feature that I have not yet figured out how to use effectively?
I'm holding on to the suggestions everybody!
Quote from: bananskrue on January 10, 2015, 06:43:27 AM
A bit of a newbie question here in getting this to work (first mod but I liked the idea and the pack). I did as the installation notes said, but how do I know if the mod is active? I start a new colony and there's no new buildings and no new research or anything, but the mod shows up as activated in the mods list and I restarted my game and started a new colony since then.
Is it working or what?
It might have to do something on your end, you're the only one experiencing this problem.
A lot of these things you have to research, however, there are things that don't need research.
And from enabling all the mods, and starting a new colony you don't see anything new in the architect tab? The furniture tab should be the most noticeable as it has tons of items without research.
Also, what version of Rimworld are you using?
Quote from: Ex0du5_2169 on January 10, 2015, 11:56:30 AM
Definitely love crash landing, my latest colony was spawned from that scenario :)
Bug Report:
One of the mods in the pack (sorry, not finished figuring out which one yet) seems to prevent colonists from planting seeds (growing) and instead they go into 'standing' mode. This occurs with both hydroponics and fields. I'll try to update with more info as I get it.
Anybody else having this issue and/or have a workaround? Or is this a feature that I have not yet figured out how to use effectively?
I'll look into it.
EDIT: I just finished testing the latest Epyk Pack version (1.03a) and I found no problems with growing. With both field and hydroponics.
First off, make sure colonists have "growing" checked in the overview tab.
If that didn't work, make sure you don't have other mods that aren't in the Epyk Pack and try again.
If you already did, I suggest a clean slate with your Rimworld. Make sure to back up your saves if you do this.
Quote from: JoeysLucky22 on January 10, 2015, 10:24:04 AM
No love for Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0)??
Great pack though Epyk. These mods have brought some really awesome things to RimWorld.
Crash Landing is a huge favorite of mine. Although I have a monster PC, I'm purposely using a 3 year old PC for my mod pack to ensure it works for everybody. On the old PC, crash landing can have severe lag issues when all the fires present from the crashes add up.
UPDATE!
EpykPack 1.05b
- Added EdB Mod Order
- Small TargetPractise update
There is now a recommended mod order using the EdB ModOrder mod.(Included in Epyk pack as of version 1.05b) You can find it on step 5 in the main post in the how to install menu.
Looks like this new version might fix the problem I had, tested what you suggested and it may be related to the order some of my other mods are loading as they don't individually cause the issue.
Thanks :D
Quote from: Ex0du5_2169 on January 10, 2015, 04:35:24 PM
Looks like this new version might fix the problem I had, tested what you suggested and it may be related to the order some of my other mods are loading as they don't individually cause the issue.
Thanks :D
Glad it all worked out!
Now i'm about to do another update that makes the "Spoonge Awaken" update from the clutter mod work for all Alpha8 versions of Rimworld.
UPDATE!
Epyk Pack 1.05c
- Spoonge Awakens content from the Clutter (https://ludeon.com/forums/index.php?topic=2541.0) mod now work on all Alpha8 versions of RimWorld!
There is now a recommended mod order using the EdB ModOrder mod.(Included in Epyk pack as of version 1.05b) You can find it on step 5 in the main post in the how to install menu.
Quote from: Epyk on January 10, 2015, 01:39:57 PM
Quote from: bananskrue on January 10, 2015, 06:43:27 AM
A bit of a newbie question here in getting this to work (first mod but I liked the idea and the pack). I did as the installation notes said, but how do I know if the mod is active? I start a new colony and there's no new buildings and no new research or anything, but the mod shows up as activated in the mods list and I restarted my game and started a new colony since then.
Is it working or what?
It might have to do something on your end, you're the only one experiencing this problem.
A lot of these things you have to research, however, there are things that don't need research.
And from enabling all the mods, and starting a new colony you don't see anything new in the architect tab? The furniture tab should be the most noticeable as it has tons of items without research.
Also, what version of Rimworld are you using?
I might have misunderstood. I unzipped the epyk mod pack into my mods folder as one single mod (and enabled that one single mod in the mods folder). This did not work.
Unzipping and enabling each mod individually however, did work. Did I just get it wrong?
Quote from: bananskrue on January 10, 2015, 07:11:41 PM
Quote from: Epyk on January 10, 2015, 01:39:57 PM
Quote from: bananskrue on January 10, 2015, 06:43:27 AM
A bit of a newbie question here in getting this to work (first mod but I liked the idea and the pack). I did as the installation notes said, but how do I know if the mod is active? I start a new colony and there's no new buildings and no new research or anything, but the mod shows up as activated in the mods list and I restarted my game and started a new colony since then.
Is it working or what?
It might have to do something on your end, you're the only one experiencing this problem.
A lot of these things you have to research, however, there are things that don't need research.
And from enabling all the mods, and starting a new colony you don't see anything new in the architect tab? The furniture tab should be the most noticeable as it has tons of items without research.
Also, what version of Rimworld are you using?
I might have misunderstood. I unzipped the epyk mod pack into my mods folder as one single mod (and enabled that one single mod in the mods folder). This did not work.
Unzipping and enabling each mod individually however, did work. Did I just get it wrong?
Honest mistake. Yes, you got to move all the contents in the Epyk Pack folder to the mods folder.
Glad you got things working now! If you experience any problems just post!
I highly recommend xtra plants and modular solars.
Xtra plants because more biodiversity and wine is always a good thing.
And modular solars because an ocean of solar panels your colonists can walk on is epic in and of itself so it just seems appropriate.
Cheers to a great mod pack ;D
If you're going for the modular mods I'd heavily recommend Modular Tables (https://ludeon.com/forums/index.php?topic=4320)
Very useful for building small tables/benches wherever you want, like in a small prison cell for example.
Great looking ModPack! Will enjoy giving it a go soon as my current colony has something tragic happen, or I decide to send them into space.
One request. Would you be able to put version numbers next to the mods so can tell, at a glance, which version of the mod is included in this ModPack? Unsure if the original mod authors approve of that, but it's a little nice to have, though would require updating now and then.
Keep up the great stuff!
Any conflicts with the following mods? I imagine it'd be pretty hard to answer though.. not to mention load order. At the very least is anyone using this with Surgery Extended and where should that go in the mod order please? I am going to test it just by replacing cybernetic storm in the mod order... I removed cybernetic storm because it will conflict with extended surgery.
EdbScenarios
Icesheet
Modular Tables
NonLethals
SurgeryExtendedAndBionics
Turret Collection Overkill
I had an issue with 1.03 where they would just hover over small rubble and not pick it up.. however that was before the mod load order was posted.. about to start over with 1.05.
Quote from: Tankh on January 10, 2015, 09:48:30 PM
If you're going for the modular mods I'd heavily recommend Modular Tables (https://ludeon.com/forums/index.php?topic=4320)
Very useful for building small tables/benches wherever you want, like in a small prison cell for example.
Seconded
I was out for the night and I'm back, tipsy, and need some sleep.
Thanks for all the suggestions! They are noted!
Quote from: kutch on January 10, 2015, 10:24:19 PM
Great looking ModPack! Will enjoy giving it a go soon as my current colony has something tragic happen, or I decide to send them into space.
One request. Would you be able to put version numbers next to the mods so can tell, at a glance, which version of the mod is included in this ModPack? Unsure if the original mod authors approve of that, but it's a little nice to have, though would require updating now and then.
Keep up the great stuff!
I've definitely thought about this! It would extra time to get the update and and it's not a huge problem at all but just left the work out. If I get more requests about this, then I'll seriously consider.
Although, I don't think people would know if the mods are at the latest version by a glace this way, they would need to go to the mod forum link themselves to check that.
Quote from: Idlemind79 on January 11, 2015, 07:07:36 AM
Any conflicts with the following mods? I imagine it'd be pretty hard to answer though.. not to mention load order. At the very least is anyone using this with Surgery Extended and where should that go in the mod order please? I am going to test it just by replacing cybernetic storm in the mod order... I removed cybernetic storm because it will conflict with extended surgery.
EdbScenarios
Icesheet
Modular Tables
NonLethals
SurgeryExtendedAndBionics
Turret Collection Overkill
I had an issue with 1.03 where they would just hover over small rubble and not pick it up.. however that was before the mod load order was posted.. about to start over with 1.05.
Thanks for asking! I do a as thorough test as possible before releases of a new Epyk Pack version so I do my best to make sure there's no errors. If you find any, please post what's the problem. I'll help as much as I can to get things working or see if it's an actually error on my account.
As for any other mods users add with the mod pack, I will not keep track of that. It's not to be taking offensively but I want to keep this mod pack secure without worrying about what I didn't add myself.
I have a slight graphical issue, the Vent from the central heating mod seems to have a different graphic to what it is ment to have. Depending on where i move the camera, it is either a lump of meat, a turret or a pile of metal. and the icon for it under the architech menu, displays a red square with a X through it.
Quote from: Diplomatti on January 11, 2015, 11:10:31 AM
I have a slight graphical issue, the Vent from the central heating mod seems to have a different graphic to what it is ment to have. Depending on where i move the camera, it is either a lump of meat, a turret or a pile of metal. and the icon for it under the architech menu, displays a red square with a X through it.
Did you exit the game after enabling the mods? I had this with another mod because I enabled the mod then went directly to the game, you have to restart the game completely.
Quote from: Epyk on January 11, 2015, 09:33:09 AM
Quote from: Idlemind79 on January 11, 2015, 07:07:36 AM
Any conflicts with the following mods? I imagine it'd be pretty hard to answer though.. not to mention load order. At the very least is anyone using this with Surgery Extended and where should that go in the mod order please? I am going to test it just by replacing cybernetic storm in the mod order... I removed cybernetic storm because it will conflict with extended surgery.
EdbScenarios
Icesheet
Modular Tables
NonLethals
SurgeryExtendedAndBionics
Turret Collection Overkill
I had an issue with 1.03 where they would just hover over small rubble and not pick it up.. however that was before the mod load order was posted.. about to start over with 1.05.
Thanks for asking! I do a as thorough test as possible before releases of a new Epyk Pack version so I do my best to make sure there's no errors. If you find any, please post what's the problem. I'll help as much as I can to get things working or see if it's an actually error on my account.
As for any other mods users add with the mod pack, I will not keep track of that. It's not to be taking offensively but I want to keep this mod pack secure without worrying about what I didn't add myself.
No worries I wasn't asking for that! :) I just replaced cybernetic storm with extended surgery, and most the other mods I disabled anyways. Really enjoying this pack, thank you! The mod order fixed a lot of bugs I had with 1.03, so it's appreciated in 1.05!
Good idea you posted a recommended mod order. :) I was going to sugest you this, because, in my case and many people, we get a lot of errors in dev console when mixing up many mods.
Cheers! ;)
Heya, Old modpack maker here, Havent been on the forums in some time, was planning on coming back and maybe tossing some mods together, then I came across your pack, It looks like a nice combo of mods :D I think I will just go with your pack hehehe.
Quote from: Diplomatti on January 11, 2015, 11:10:31 AM
I have a slight graphical issue, the Vent from the central heating mod seems to have a different graphic to what it is ment to have. Depending on where i move the camera, it is either a lump of meat, a turret or a pile of metal. and the icon for it under the architech menu, displays a red square with a X through it.
Thanks for posting! Most texture issues are fixed with a restart. Come back and tell me if that does the trick.
QuoteNo worries I wasn't asking for that! :) I just replaced cybernetic storm with extended surgery, and most the other mods I disabled anyways. Really enjoying this pack, thank you! The mod order fixed a lot of bugs I had with 1.03, so it's appreciated in 1.05!
Thanks!
I'm really happy how stable I've gotten it at this point.
Quote from: john pretzel on January 11, 2015, 01:49:31 PM
Good idea you posted a recommended mod order. :) I was going to sugest you this, because, in my case and many people, we get a lot of errors in dev console when mixing up many mods.
Cheers! ;)
Yea, I knew I had to add EbT Mod Order eventually to combat just that.
Errors.
1.11.15 Epyk Pack 1.06d
- Added Pawn State Icons (https://ludeon.com/forums/index.php?topic=9163.0)
- Small Miscellaneous (https://ludeon.com/forums/index.php?topic=3612.0) update
Now everyone, Epyk Pack 1.06d is where I'm going to stop adding mods myself.
No matter how much I want to add a mod myself, I won't. :-[
This is now up to the user, so keep on with the suggestions!
When a mod gets suggested a certain amount of times, it'll enter a poll of 3 and the users will take a vote!
I've added a poll just to get an idea of what people think of the Epyk Pack! Please vote!
Hope you guys are enjoying the mod!
You have a lot of really good mods on here, many that I avoided because I kept having conflicts. Glad to see you've got something that looks to be very stable. :)
Not all of them are my cup of tea, but the overwhelming majority are. Once I finish up my current colony, I'll be downloading this. Thanks, Epyk!
Quote from: TheSilencedScream on January 11, 2015, 06:29:26 PM
You have a lot of really good mods on here, many that I avoided because I kept having conflicts. Glad to see you've got something that looks to be very stable. :)
Not all of them are my cup of tea, but the overwhelming majority are. Once I finish up my current colony, I'll be downloading this. Thanks, Epyk!
Glad your enjoying it! I encourage to post any problems you have with the Epyk Pack.
Remember though, most errors you get from the Dev log are completely minor and won't prevent you from playing the mods together.
Nice job with the pack! my lil bro thanks you too, we both are having a great time with the pack ;)
I'll like to suggest the mod "Extended Surgery and Bionics" to your pack or to the next "suggested mods poll" :D
I don't want to do this, but for future references...
How do I remove a poll? :o
You cant remove pool, but moderator can, so just pm him
Thanks for gathering and bundling these mods for us. I know we all thank the mod authors themselves but, it takes a truly dedicated individual to make them all work together. If this were a RimWorld expansion, I'd pay to land here. Keep up the good work!
I always add in stone cutting tweaks to go with this. I like to be able to cut specific stone blocks XD.
Quote from: Tollomon on January 12, 2015, 12:43:21 PM
Thanks for gathering and bundling these mods for us. I know we all thank the mod authors themselves but, it takes a truly dedicated individual to make them all work together. If this were a RimWorld expansion, I'd pay to land here. Keep up the good work!
Authors of these mods are are great people with great mods!
Thanks for the kind words!
Quote from: Epyk on January 11, 2015, 04:54:56 PM
When a mod gets suggested a certain amount of times, it'll enter a poll of 3 and the users will take a vote!
Is the vote because the mods conflict? The great thing about this all-in-one is all the mods are still individual if I don't like one I just don't load it.. so unless there is a conflict not sure what the reason to vote is, other than sanity ;D
Quote from: Idlemind79 on January 12, 2015, 05:37:19 PM
Quote from: Epyk on January 11, 2015, 04:54:56 PM
When a mod gets suggested a certain amount of times, it'll enter a poll of 3 and the users will take a vote!
Is the vote because the mods conflict? The great thing about this all-in-one is all the mods are still individual if I don't like one I just don't load it.. so unless there is a conflict not sure what the reason to vote is, other than sanity ;D
I'm always getting mod suggestions from Epyk Pack users. So being the generous guy I am I said, "Give the people what they want!" ;)
Would love to get this to work properly.
Using the recommended load order and tried different map sizes. Got a pretty beasty computer but I get these continuous 'hangs'.
Any tips? :)
Thanks to all the modders for their efforts o/
Quote from: Drasqo on January 13, 2015, 07:16:37 AM
Would love to get this to work properly.
Using the recommended load order and tried different map sizes. Got a pretty beasty computer but I get these continuous 'hangs'.
Any tips? :)
Thanks to all the modders for their efforts o/
I purposely use a 3 year old computer to test this mod pack. Keeping me from using awesome mods such as Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0).
I do this to make sure it can run on most peoples computers. You're the only one whose reported a "hang" problem so I'd like for you to PM me some more specific details so I can help you out.
An update is coming soon.
Mechanical defense 2 is now up-to-date for alpha8.
I am voting in favor! :D
+ there is a new version of cybernetic storm with factions!
me wants the mechanical defense 2 mod and update cybernetic storm now
UPDATE!
1.14.15 Epyk Pack 1.06f
- CyberneticStorm update
- Pawn State Icons update
Keep up the suggestions! I smell a mod poll coming soon.
HEY we are on TV https://www.youtube.com/watch?v=Ud38cXuGT6k
Quote from: JuliaEllie on January 14, 2015, 03:39:37 PM
HEY we are on TV https://www.youtube.com/watch?v=Ud38cXuGT6k
Very cool! Huge thanks to all the modders as this mod pack is much more them than it is me.
That means you JuliaEllie.
Quote from: Epyk on January 14, 2015, 03:43:10 PM
Quote from: JuliaEllie on January 14, 2015, 03:39:37 PM
HEY we are on TV https://www.youtube.com/watch?v=Ud38cXuGT6k
Very cool! Huge thanks to all the modders as this mod pack is much more them than it is me.
That means you JuliaEllie.
Thanks but at some point making this whole mess compatible with each other is quite the same effort as making a mod.
I am not getting the option to customize my colonists with the prepare carefully mod, anyone know why?
Edit: I figured it out, nevermind! Great mod pack. ;D ;D ;D :D
Quote from: JuliaEllie on January 14, 2015, 03:46:01 PM
Quote from: Epyk on January 14, 2015, 03:43:10 PM
Quote from: JuliaEllie on January 14, 2015, 03:39:37 PM
HEY we are on TV https://www.youtube.com/watch?v=Ud38cXuGT6k
Very cool! Huge thanks to all the modders as this mod pack is much more them than it is me.
That means you JuliaEllie.
Thanks but at some point making this whole mess compatible with each other is quite the same effort as making a mod.
Alright, you talked me. Thanks for the kind words!
Now if only I can make a mod... :P
Well I'm sure if you did you would make an Epyk mod to go with an Epyk modpack! ;)
does this work on mac? please make them to work for mac and post a how to install...
Thanks....
Quote from: meta on January 15, 2015, 09:55:08 AM
does this work on mac? please make them to work for mac and post a how to install...
Thanks....
Rimworld does work for Windows, Mac, Linux. My guess would go ahead and try downloading and following the install instructions. Not knowing anything about Macs I couldn't tell you what to do after that. :(
UPDATE!
1.15.15 Epyk Pack 1.07f
-Added Industrialisation
I've decided to remove the poll votes to add mods. I will keep the Epyk Pack manageable with the mods the Epyk Pack currently has and remove/add more based on my and the user's satisfaction. Enjoy!
Is a new colony/world required for anything in industrialisation or can I update and continue to use an existing colony?
Great modpack though! I'm having a blast!
Quote from: shdwdrgn on January 16, 2015, 05:19:23 PM
Is a new colony/world required for anything in industrialisation or can I update and continue to use an existing colony?
Great modpack though! I'm having a blast!
If you already found it before I answered, you don't need a new colony.
So iv had this weird bug when useing this modpack so bad that iv had to restart a colony. After awhile they just stoped cooking food gave it all up i had the vegetable and meat they just wouldnt make food. Like im a bit confused about it myself the storage is right next to it and the raw food and meat are still fresh. i even set all my people to cooking they just would ignore the simple meal bill. They was cooking before and likke a bit of playing they just said forget it to much work lol
Did you have cooking selected in priorities?
Yes sir its weird idk whats going on but i deleted them and im starting over if it happens again il screen shot it and everything. i updated to the newest version of the pack now and have the mod order right :P so lets see what happens.
Epyk - Thank you very much for putting this pack together. I convinced my nephew to play rimworld (and he convinced me to play Prison Architect :) ) and I told him to learn vanilla and then download the Epyk pack for starters before jumping into the other great mods out there.
I think he will be doing that tonight or tomorrow so I am looking forward to his "thanks!" for the great advice.
We all very much appreciate your efforts!!!!
Quote from: Manly on January 18, 2015, 01:16:53 AM
Epyk - Thank you very much for putting this pack together. I convinced my nephew to play rimworld (and he convinced me to play Prison Architect :) ) and I told him to learn vanilla and then download the Epyk pack for starters before jumping into the other great mods out there.
I think he will be doing that tonight or tomorrow so I am looking forward to his "thanks!" for the great advice.
We all very much appreciate your efforts!!!!
Good to hear. Glad you like it! :)
If you guys have any questions just ask away.
Would love to see RimCartels!!!! :D
me wants mech defense 2
There's so many good mods out there!
Epyk Pack will add the best of the best. I'll keep everything in mind.
UPDATE!
Epyk Pack 1.07g
-Turret Collection hotfixes
Just updated the credits! It takes a bit of time, but I should really be doing that the second I add a new mod!
Giving credits is the number one priority when making changes now. :P
Dear modders, if your mod is included in the Epyk Pack and I didn't/forgot give you credit, feel free to tear me a new one about it and I will add credits ASAP!
hey dude, i dont know if it works yet, i just installed the mod pack and i made sure it was checked in the MOD list... but... when i start a new game it WONT let me choose their starting skills... how do i do this??? (also it says *error verifying version* at the top left of the menue screen... is this normal?)
pls look this mods
https://ludeon.com/forums/index.php?topic=7380.0
https://ludeon.com/forums/index.php?topic=9057.0
https://ludeon.com/forums/index.php?topic=9366.0
https://ludeon.com/forums/index.php?topic=5509.0
https://ludeon.com/forums/index.php?topic=9414.0
and it is the principal
https://ludeon.com/forums/index.php?topic=9000.0
if you allow me I will bring the mods call me attention
;)
and put on dropbox, is more faster and you can put direct link without problem
Epyk, I had a major crash in rimworld. I only had your mod package installed. Should i put a bug report in this thread or in the official bug thread?
Quote from: killer panzer on January 19, 2015, 06:26:48 PM
Epyk, I had a major crash in rimworld. I only had your mod package installed. Should i put a bug report in this thread or in the official bug thread?
Send me a PM about what you did before the crash and with the crash report.
Quote from: ReiCoringa on January 19, 2015, 05:24:55 PM
pls look this mods
https://ludeon.com/forums/index.php?topic=7380.0
https://ludeon.com/forums/index.php?topic=9057.0
https://ludeon.com/forums/index.php?topic=9366.0
https://ludeon.com/forums/index.php?topic=5509.0
https://ludeon.com/forums/index.php?topic=9414.0
and it is the principal
https://ludeon.com/forums/index.php?topic=9000.0
if you allow me I will bring the mods call me attention
;)
I'm always eyeballing mods.
It's a process until I let them in the Epyk Pack and I like to take it slow. Most game-killing errors are found during a couple hours Rimworld play through rather than going god mode and researching all.
Quote from: ReiCoringa on January 19, 2015, 05:26:33 PM
and put on dropbox, is more faster and you can put direct link without problem
Direct links can be done with MediaFire too, I'm just to lazy to do so. :-[
Like so:
Epyk Pack 1.07g (http://download2081.mediafire.com/2o3a9ggec6wg/7ie9gvim9i84fkq/Epyk+Pack+1.07g.zip)
Should i start a new game when going from f to g? Thank you!!
Quote from: daggertx on January 19, 2015, 11:26:21 PM
Should i start a new game when going from f to g? Thank you!!
You don't need to do a new game from f to g. You may encounter a bug log error, but it's not game ruining.
I noticed you updated modpack recently I have a version with no industrialization if I update modpack will my old save work fine or can I expect problems?
Quote from: Feniks on January 20, 2015, 04:27:16 AM
I noticed you updated modpack recently I have a version with no industrialization if I update modpack will my old save work fine or can I expect problems?
You shouldn't run into any problems.
Cybernetic Storm has update. Have fun with that although for the cyber-coven faction to work a new game will need to be made
Quote from: elStrages on January 20, 2015, 05:06:26 AM
Cybernetic Storm has update. Have fun with that although for the cyber-coven faction to work a new game will need to be made
Woo-hoo! I'll be sure to tell people they'll need a new game after the next update for the new faction.
As always, love your mods elStrages!
Cool I will update today, before next video is out. Pack looks more impressive every day.
Quote from: Feniks on January 20, 2015, 05:45:28 AM
Cool I will update today, before next video is out. Pack looks more impressive every day.
Really appreciate it when users tell me they like this mod pack I put together, keeps me going on maintaining it! Thanks!
UPDATE!
Epyk Pack 1.07h
- Big CyberneticStorm update! New weapons, new faction, and fixes!
If you want the new faction to appear in game, you must do a new colony! Cheers!
Oh yea! Epyk Pack download is now a direct link because I was too lazy to take the few seconds to do so before! ::)
Quote from: Epyk on January 20, 2015, 06:06:37 AM
UPDATE!
Epyk Pack 1.07h
- Big CyberneticStorm update! New weapons, new faction, and fixes!
If you want the new faction to appear in game, you must do a new colony! Cheers!
wow that mod look amazing! :D
Quote from: elStrages on January 20, 2015, 06:16:09 AM
Quote from: Epyk on January 20, 2015, 06:06:37 AM
UPDATE!
Epyk Pack 1.07h
- Big CyberneticStorm update! New weapons, new faction, and fixes!
If you want the new faction to appear in game, you must do a new colony! Cheers!
wow that mod look amazing! :D
I know. In addition I heard mod maker is very modest guy :P
I think this would be a good addition to the mod https://ludeon.com/forums/index.php?topic=9296.msg92295#msg92295
(Better Beacons)
Quote from: Feniks on January 20, 2015, 07:12:26 AM
Quote from: elStrages on January 20, 2015, 06:16:09 AM
Quote from: Epyk on January 20, 2015, 06:06:37 AM
UPDATE!
Epyk Pack 1.07h
- Big CyberneticStorm update! New weapons, new faction, and fixes!
If you want the new faction to appear in game, you must do a new colony! Cheers!
wow that mod look amazing! :D
I know. In addition I heard mod maker is very modest guy :P
Well I know he would only blow his own trumpet in jest ;)
Quote from: eyj123 on January 20, 2015, 07:15:58 AM
I think this would be a good addition to the mod https://ludeon.com/forums/index.php?topic=9296.msg92295#msg92295
(Better Beacons)
Oh man! I saw this mod when it first came out and it's amazing and was adding it! I guess it went right over my head and I forgot about it. Expect it soon.
Remember to read known issues!
UPDATE!
This mod was meant to be added a long time ago...
1.20.15 Epyk Pack 1.08h
- Added Better Beacons
I'm actually going to have to play this mid pack at some point when I'm not spending hours modding haha. Anyways back to modding.... Doh
Have you considered including Apparello?
Quote from: Imca on January 20, 2015, 07:25:28 PM
Have you considered including Apparello?
Sure have. ;)
Expect some more mods soon.
Quote from: elStrages on January 20, 2015, 03:07:17 PM
I'm actually going to have to play this mid pack at some point when I'm not spending hours modding haha. Anyways back to modding.... Doh
'Tis the life of a modder. :D
I'm very sorry to be needy but I have searched high and low for another way to download this pack but since I am working in China right now I can't access mediafire or dropbox or google. Is there any other way I can get this pack?
I would have been able to cope without, but the lens flare pushed me over the edge. hehe
Thanks so much in advance,,,
Quote from: mtao on January 21, 2015, 04:13:42 AM
I'm very sorry to be needy but I have searched high and low for another way to download this pack but since I am working in China right now I can't access mediafire or dropbox or google. Is there any other way I can get this pack?
I would have been able to cope without, but the lens flare pushed me over the edge. hehe
Thanks so much in advance,,,
There are a few options - you could tell your browser to use another DNS server or use a proxy or you might even try a VPN or if shit gets serious use TOR
Quote from: mtao on January 21, 2015, 04:13:42 AM
I'm very sorry to be needy but I have searched high and low for another way to download this pack but since I am working in China right now I can't access mediafire or dropbox or google. Is there any other way I can get this pack?
I would have been able to cope without, but the lens flare pushed me over the edge. hehe
Thanks so much in advance,,,
I can send you the latest Epyk Pack via email if you'd like.
Just send me a PM and I'll get to it ASAP.
I'm glad my lens flare is working as intended. :D
UPDATE!
1.21.15 Epyk Pack 1.08i
- Thingamajigs update, Added nailgun and bread knife
Don't forget to vote on the poll if you haven't already!
Thinking about making commented videos going over each mod in the Epyk Pack.
All I need is one reply to this that that's a good idea and I'll do it.
Quote from: Epyk on January 21, 2015, 03:04:49 PM
Thinking about making commented videos going over each mod in the Epyk Pack.
All I need is one reply to this that that's a good idea and I'll do it.
One
Quote from: Matthiasagreen on January 21, 2015, 03:36:31 PM
Quote from: Epyk on January 21, 2015, 03:04:49 PM
Thinking about making commented videos going over each mod in the Epyk Pack.
All I need is one reply to this that that's a good idea and I'll do it.
One
Well the users asked for it! Videos for each mod included in the Epyk Pack!
Is there a problem with mediafire?
I can't seem to download it through there, the download will start but cant get passed .01/23.5 :-\
Quote from: aaronj93 on January 21, 2015, 08:36:47 PM
Is there a problem with mediafire?
I can't seem to download it through there, the download will start but cant get passed .01/23.5 :-\
Downloads fine for me, it's it still doing it?
sorta, its going back and forth between not working at all and having 2 hour download time
i have really good internet connection (verizon fios) and its popping up every so often that the download is stopping all together due to internet connection
still stuck at 0.1/23.5 MB though
Quote from: aaronj93 on January 21, 2015, 09:01:22 PM
sorta, its going back and forth between not working at all and having 2 hour download time
i have really good internet connection (verizon fios) and its popping up every so often that the download is stopping all together due to internet connection
still stuck at 0.1/23.5 MB though
I'll get up a mirror for the download, give me a sec.
Sounds good, thanks!
Quote from: aaronj93 on January 21, 2015, 09:08:44 PM
Sounds good, thanks!
SendSpace mirror up, go ahead and try it.
That fixed it, thanks for the quick reply and fix!
Is there any way you can integrate some kind of fencing mod? I don't care for the one included in "clutter" and would really like a wood fence, but the only one I've been able to find is in expanded woodworking which doesn't seem to play properly with this pack. I tried using them all together but the graphics for many different parts were goofed.
It's just a suggestion, but I was wondering if you could add the Laser Drill from Enhanced Defense: Phoenix Edition, so we could dig our own steam vents. :)
Here is the link to Enhanced Defense: Phoenix Edition: https://ludeon.com/forums/index.php?topic=6636 (https://ludeon.com/forums/index.php?topic=6636)
Quote from: Verticalphase on January 22, 2015, 12:16:00 AM
It's just a suggestion, but I was wondering if you could add the Laser Drill from Enhanced Defense: Phoenix Edition, so we could dig our own steam vents. :)
Here is the link to Enhanced Defense: Phoenix Edition: https://ludeon.com/forums/index.php?topic=6636 (https://ludeon.com/forums/index.php?topic=6636)
The laser drill is already included in the pack.
Just registered to say: I love you man. I was about to download Industrialization and get the newest Cyberstorm but I just saw that you had already updated the pack.
This was my first foray into Rimworld mods, thanks for such a great pack.
Quote from: DieselpunkCyborg on January 22, 2015, 06:57:21 AM
Just registered to say: I love you man. I was about to download Industrialization and get the newest Cyberstorm but I just saw that you had already updated the pack.
This was my first foray into Rimworld mods, thanks for such a great pack.
No problem! I have fun putting and managing the Epyk Pack and I'm really glad you're enjoying it!
;)
UPDATE!
1.22.15 Epyk Pack 1.09i
- Added Mechanical Defense 2
I just downloaded the mod, and my first impressions are really good! I have a problem with the growing zones... I cannot grow potatoes or strawberries because my colonists freeze every time they try gardening :( What should I do?
Quote from: Monodopo on January 22, 2015, 05:02:04 PM
I just downloaded the mod, and my first impressions are really good! I have a problem with the growing zones... I cannot grow potatoes or strawberries because my colonists freeze every time they try gardening :( What should I do?
This sounds very strange. Is growing a priority? Is the game still running or does it crash?
Quote from: Verticalphase on January 22, 2015, 12:16:00 AM
It's just a suggestion, but I was wondering if you could add the Laser Drill from Enhanced Defense: Phoenix Edition, so we could dig our own steam vents. :)
Here is the link to Enhanced Defense: Phoenix Edition: https://ludeon.com/forums/index.php?topic=6636 (https://ludeon.com/forums/index.php?topic=6636)
The Enhanced Defense: Phoenix Edition Laser drill is included and there's Fissure Generator from Mechanical Defense 2 that can make geysers as well.
Quote from: Epyk on January 22, 2015, 05:15:58 PM
Quote from: Monodopo on January 22, 2015, 05:02:04 PM
I just downloaded the mod, and my first impressions are really good! I have a problem with the growing zones... I cannot grow potatoes or strawberries because my colonists freeze every time they try gardening :( What should I do?
This sounds very strange. Is growing a priority? Is the game still running or does it crash?
Normally, growing is a priority. Also, other crops are also buggy, while some do work. The game still runs, its just that the colonists stand still and do nothing and I have to turn off growing for them to move again.
Quote from: Monodopo on January 23, 2015, 06:41:31 AM
Quote from: Epyk on January 22, 2015, 05:15:58 PM
Quote from: Monodopo on January 22, 2015, 05:02:04 PM
I just downloaded the mod, and my first impressions are really good! I have a problem with the growing zones... I cannot grow potatoes or strawberries because my colonists freeze every time they try gardening :( What should I do?
This sounds very strange. Is growing a priority? Is the game still running or does it crash?
Normally, growing is a priority. Also, other crops are also buggy, while some do work. The game still runs, its just that the colonists stand still and do nothing and I have to turn off growing for them to move again.
Got some more questions to help me help you. Are you using the recommended mod order? Did you start using the Epyk Pack for a existing colony or a new one? Is the problem still present after a game restart?
Quote from: Epyk on January 23, 2015, 06:45:54 AM
Quote from: Monodopo on January 23, 2015, 06:41:31 AM
Quote from: Epyk on January 22, 2015, 05:15:58 PM
Quote from: Monodopo on January 22, 2015, 05:02:04 PM
I just downloaded the mod, and my first impressions are really good! I have a problem with the growing zones... I cannot grow potatoes or strawberries because my colonists freeze every time they try gardening :( What should I do?
This sounds very strange. Is growing a priority? Is the game still running or does it crash?
Normally, growing is a priority. Also, other crops are also buggy, while some do work. The game still runs, its just that the colonists stand still and do nothing and I have to turn off growing for them to move again.
Got some more questions to help me help you. Are you using the recommended mod order? Did you start using the Epyk Pack for a existing colony or a new one? Is the problem still present after a game restart?
I've restarted the game in a new colony and in a new world, and the problem persists. I haven't been using the recommended mod order though.
Came here via Blitzkrieger on the youtube, thank you for all the work, it's highly appreciated!
Quote from: Monodopo on January 23, 2015, 07:01:44 AM
Quote from: Epyk on January 23, 2015, 06:45:54 AM
Quote from: Monodopo on January 23, 2015, 06:41:31 AM
Quote from: Epyk on January 22, 2015, 05:15:58 PM
Quote from: Monodopo on January 22, 2015, 05:02:04 PM
I just downloaded the mod, and my first impressions are really good! I have a problem with the growing zones... I cannot grow potatoes or strawberries because my colonists freeze every time they try gardening :( What should I do?
This sounds very strange. Is growing a priority? Is the game still running or does it crash?
Normally, growing is a priority. Also, other crops are also buggy, while some do work. The game still runs, its just that the colonists stand still and do nothing and I have to turn off growing for them to move again.
Got some more questions to help me help you. Are you using the recommended mod order? Did you start using the Epyk Pack for a existing colony or a new one? Is the problem still present after a game restart?
I've restarted the game in a new colony and in a new world, and the problem persists. I haven't been using the recommended mod order though.
Try that, I think at this point of the Epyk Pack the mod order needs to be done otherwise it doesn't work as intended.
just gonna say i don't use recommended mod load order and i have other mods installed along with the pack and i have had no problems like this for a couple weeks now
Quote from: Epyk on January 23, 2015, 07:09:25 AM
Quote from: Monodopo on January 23, 2015, 07:01:44 AM
Quote from: Epyk on January 23, 2015, 06:45:54 AM
Quote from: Monodopo on January 23, 2015, 06:41:31 AM
Quote from: Epyk on January 22, 2015, 05:15:58 PM
Quote from: Monodopo on January 22, 2015, 05:02:04 PM
I just downloaded the mod, and my first impressions are really good! I have a problem with the growing zones... I cannot grow potatoes or strawberries because my colonists freeze every time they try gardening :( What should I do?
This sounds very strange. Is growing a priority? Is the game still running or does it crash?
Normally, growing is a priority. Also, other crops are also buggy, while some do work. The game still runs, its just that the colonists stand still and do nothing and I have to turn off growing for them to move again.
Got some more questions to help me help you. Are you using the recommended mod order? Did you start using the Epyk Pack for a existing colony or a new one? Is the problem still present after a game restart?
I've restarted the game in a new colony and in a new world, and the problem persists. I haven't been using the recommended mod order though.
Try that, I think at this point of the Epyk Pack the mod order needs to be done otherwise it doesn't work as intended.
Fantastic! No hitches! I guess the solution was obvious ;) Thanks for getting back quickly! Have you considered adding mods that increase the variety of edible crops, and conversely the different recipes that can be done at the cook stove? I think it might add some "flavour"! Thanks a bunch Epyk!!!
QuoteFantastic! No hitches! I guess the solution was obvious ;) Thanks for getting back quickly! Have you considered adding mods that increase the variety of edible crops, and conversely the different recipes that can be done at the cook stove? I think it might add some "flavour"! Thanks a bunch Epyk!!!
Glad everything worked out!
I have, there's a mod called Xtra plants that looks fantastic but I'm taking things a bit slow.
I've also went ahead and made mod order a required step, although it's not the only mod order that can get the Epyk Pack working obviously.
Hi there first of all great mod pack really improves the game a lot.
However I have one to problem, after I installed everything I can't seem to sell anything to traders so because of that I can't buy anything either, is there a mod that adds something where I have to approve what can be sold or something similar?
I also mined a crapton of silver but for some reason that doesn't seem to count either as currency for the above reasons...
Quote from: Escri on January 23, 2015, 05:13:37 PM
Hi there first of all great mod pack really improves the game a lot.
However I have one to problem, after I installed everything I can't seem to sell anything to traders so because of that I can't buy anything either, is there a mod that adds something where I have to approve what can be sold or something similar?
I also mined a crapton of silver but for some reason that doesn't seem to count either as currency for the above reasons...
In order to sell/buy things you must have a beacon with the things you want to trade/sell within it's range. Have you done this?
Quote from: Epyk on January 23, 2015, 06:18:08 PM
Quote from: Escri on January 23, 2015, 05:13:37 PM
Hi there first of all great mod pack really improves the game a lot.
However I have one to problem, after I installed everything I can't seem to sell anything to traders so because of that I can't buy anything either, is there a mod that adds something where I have to approve what can be sold or something similar?
I also mined a crapton of silver but for some reason that doesn't seem to count either as currency for the above reasons...
In order to sell/buy things you must have a beacon with the things you want to trade/sell within it's range. Have you done this?
*Facepalms* I'm a giant noob... >.< Thanks, that was it! Ah well guess I'm excused only been playing Rimworld for a day.
EdB Prepare Carefully Update!
and what you think about create a channel on youtube?Show your modpack and explain about some mods!That can be increable, and if you like i can make videos on portuguese and translate yours
Quote from: ReiCoringa on January 24, 2015, 12:21:26 AM
and what you think about create a channel on youtube?Show your modpack and explain about some mods!That can be increable, and if you like i can make videos on portuguese and translate yours
No need for a showcase of the mods in te modpack as the modpack will gain and/or lose mods over time. this would mean video updates each time its updated. but i can see adding videos for each mod if other players would do a showcase for them. but still, thats alot of videos
Epic pack causing freeze? Game showing cursor and nothing else? Not responding? Black screen on startup?
1. Delete ModsConfig.XML and the game should start up fine again, if not look elsewhere for the solution to your problems.
2. Enable Core and Edb Modload Order, exit mod list and close the game to OS and start up again.
3. Try adding mods ~10 at a time, exiting the mod list then exiting to OS and starting it up again.
4. Rinse and repeat until all of your mods are added and in the correct order.
This has fixed all of my loading problems, haven't had to delete ModsConfig.XML since I tried this and haven't had to wait through 15 minute long Not Responding application hangs.
Ignore this: freeze hang error crash black screen long load loading working blank
Quote from: ReiCoringa on January 24, 2015, 12:18:34 AM
EdB Prepare Carefully Update!
I'm awake!
I'll get right to it!
Quote from: ReiCoringa on January 24, 2015, 12:21:26 AM
and what you think about create a channel on youtube?Show your modpack and explain about some mods!That can be increable, and if you like i can make videos on portuguese and translate yours
I plan to do this, I think I'll do a couple today.
cool then you just need to link it
There is a few textures missing when i've downloaded... any1 has the same problem?
Quote from: senospt on January 24, 2015, 10:12:32 AM
There is a few textures missing when i've downloaded... any1 has the same problem?
just completely close the game then restart and it should fix that always happens when you add mods
UPDATE!
1.24.15 Epyk Pack 1.10j
- Added More Vanilla Turrets!
- EdB Prepare Carefully update!
Quote from: popster99 on January 24, 2015, 10:16:13 AM
Quote from: senospt on January 24, 2015, 10:12:32 AM
There is a few textures missing when i've downloaded... any1 has the same problem?
just completely close the game then restart and it should fix that always happens when you add mods
D'oh! :P
This is a known, easily fixed by a restart. Can't believe I have added it in the FAQ. I'll do that now...
Videos will be posted soon-ish.
Could you add the floor lights mod instead of the ceiling lights?
They don't get in the way and you can stand/work on them and all that fun stuff
Quote from: Cryov on January 24, 2015, 11:52:04 PM
Could you add the floor lights mod instead of the ceiling lights?
They don't get in the way and you can stand/work on them and all that fun stuff
Why not both? I'll check it out and see if it's a go.
Also, 100 poll vote! WOO-HOO!
Thank you everybody!
Awesome job,I exalt you!
For some reason my colonists won't grow the vanilla crops and the omnigel crop, why not?
Quote from: martieman on January 25, 2015, 07:36:23 AM
For some reason my colonists won't grow the vanilla crops and the omnigel crop, why not?
Are the mods in a working mod order?
Quote from: eyj123 on January 25, 2015, 06:55:38 AM
Awesome job,I exalt you!
That's some pretty high praise! Thanks! 8)
Hey, my computer is hella slow, and running this modpack makes rimworld almost unplayable. Are there any specific mods I should remove to make it run faster?
Quote from: Dementor561 on January 25, 2015, 05:56:46 PM
Hey, my computer is hella slow, and running this modpack makes rimworld almost unplayable. Are there any specific mods I should remove to make it run faster?
That's a shame! I'd start off with removing the mods that don't interest you and go from there.
I do not understand how to 'configure' the mods, do I just move the folders? I am not an any way a programmer and anything more complex than 'move folder here' confuses me....
Quote from: Ienkoron on January 26, 2015, 10:06:13 AM
I do not understand how to 'configure' the mods, do I just move the folders? I am not an any way a programmer and anything more complex than 'move folder here' confuses me....
You should be able to move the mods in the order you choose by going to "mods" after mod loader has been loaded.
Ok cool I got ya :D (it works sweet)
Hmm, is it just me or is the mod zip structure non-consistent compared to how mods are packaged? ;D
Also I was just talking someone through how to set up the mod order because they felt the information in the original post wasn't clear enough, so if it's possible, you could make it abit more sensible for the not-so-mod-enthustiastic people.
Maybe even provide a basic modorder.xml and instructions to click on options -> open save data folder -> throw modorder.xml in the config folder in there? :) As long as the modorder file isn't considered as a coregame file that is!
I love the pack, it's a fun collection of things'n'bobs!
Epyk which mod is it that brings the Trade Groups to your place.
Quote from: Kolljak on January 26, 2015, 12:08:17 PM
Epyk which mod is it that brings the Trade Groups to your place.
That would be the Miscellaneous mod. "Incident: Trader Arrival"
Quote from: SilverDragon on January 26, 2015, 12:02:22 PM
Hmm, is it just me or is the mod zip structure non-consistent compared to how mods are packaged? ;D
What do you meany by this?
QuoteMaybe even provide a basic modorder.xml and instructions to click on options -> open save data folder -> throw modorder.xml in the config folder in there? :) As long as the modorder file isn't considered as a coregame file that is!
Always getting messages about what files go where and adding more would be more confusing for the users. Thanks for the idea though!
I may just include this though when I get a How-to-install video up.
- pawn state icons has an update to remove the "has no weapon" icon for prisoners (who shouldn't have a weapon obviously).
- which mod is (driving me crazy) causing my mouse wheel to zoom the camera in and out while i am trying to scroll down a list (like in trade window for example). i assume this is edb interface?
Quote from: Epyk on January 26, 2015, 12:50:46 PM
Quote from: SilverDragon on January 26, 2015, 12:02:22 PM
Hmm, is it just me or is the mod zip structure non-consistent compared to how mods are packaged? ;D
What do you meany by this?
QuoteMaybe even provide a basic modorder.xml and instructions to click on options -> open save data folder -> throw modorder.xml in the config folder in there? :) As long as the modorder file isn't considered as a coregame file that is!
Always getting messages about what files go where and adding more would be more confusing for the users. Thanks for the idea though!
I may just include this though when I get a How-to-install video up.
Likelikelike! When I open the Epyk Pack 1.010j.zip , there's a folder right there named Epyk Pack 1.010j ;D
I usually save the mod zips directly into the mods folder, and I can just do "extract here" for it and its done. In this case, it will make that one folder, that shows up in the mods menu as one singular mod called Epyk Pack. :) Which makes the Mod Order mod completely useless since there's only one mod.
I dunno if this makes any sense. I was just wondering if it was just me having this OCD feeling about it.
I think the Click this -> click this -> put this file here is alot easier for many people than, Go here -> start clicking like it's a puzzlegame and put these in order. ;D Again, only my opinion, if my brainfarts can help make anything better in this world, all the better. Better farting here than keeping it all to myself eh?
QuoteLikelikelike! When I open the Epyk Pack 1.010j.zip , there's a folder right there named Epyk Pack 1.010j...
Oh I see!
I'll remove the Epyk Pack folder from the Epyk Pack.zip. It's no big deal, but it's unneeded.
I have all the mods organized here in a folder and usually just turn that into a zip instead of selecting all the mods.
Update!
1.26.15 Epyk Pack 1.10k
- More Vanilla Turrets update!
Also changed the install instructions.
One slight issue so far, i was attacked by RimTroopers, but none of them had any weapons equipped. Later i was attacked by Rebels, most of them also didn't have a weapon, and the few who did, all had the same weapon.
And yes, the mods are in the recommended order.
Quote from: Ronin90 on January 26, 2015, 04:10:22 PM
One slight issue so far, i was attacked by RimTroopers, but none of them had any weapons equipped. Later i was attacked by Rebels, most of them also didn't have a weapon, and the few who did, all had the same weapon.
And yes, the mods are in the recommended order.
That's not an issue. Some faction modders choose not to drop all the gear so you wouldn't make too much wealth too quick.
A How-to-install video is now up, you can find it at the install instructions on the first post!
I suggest VeinMiner for inclusionhttps://ludeon.com/forums/index.php?topic=9616.0 (https://ludeon.com/forums/index.php?topic=9616.0)
Quote from: DieselpunkCyborg on January 27, 2015, 01:18:23 AM
I suggest VeinMiner for inclusionhttps://ludeon.com/forums/index.php?topic=9616.0 (https://ludeon.com/forums/index.php?topic=9616.0)
JuliaEllie is always releasing some great mods!
Juliaellie is on every Rimworld stream I stumble upon, with her notebook, ready to take notes for cool ideas for mods! ;D
UPDATE!
1.27.15 Epyk Pack 1.10m
- Miscellaneous w MAI update!
- More Vanilla Turrets update!
ModConfig.xml change!
The former file left out the Industrialization mod! I hate making a fluke like that! :-[ :'(
Did you see that Quill18 is using your modpack?
https://www.youtube.com/watch?v=Mbmvdf68CBI&list=PLs3acGYgI1-v5TGYWDHxmTPKrq3qkU8l6&index=1 (https://www.youtube.com/watch?v=Mbmvdf68CBI&list=PLs3acGYgI1-v5TGYWDHxmTPKrq3qkU8l6&index=1)
I'm not sure which part is responsible, but for some reason I can't use the cook stove to cook meals for my colonists
guys maybe im just noob IG but i dont know where to put this sry. so new hydroponics are cool wit 2x2 and 3x1 and 1x1 size but the yre bit OP becouse pawn can walk over them so i hope someone wil se this :)
[attachment deleted due to age]
Quote from: LittleMikey on January 28, 2015, 02:34:44 AM
Did you see that Quill18 is using your modpack?
https://www.youtube.com/watch?v=Mbmvdf68CBI&list=PLs3acGYgI1-v5TGYWDHxmTPKrq3qkU8l6&index=1 (https://www.youtube.com/watch?v=Mbmvdf68CBI&list=PLs3acGYgI1-v5TGYWDHxmTPKrq3qkU8l6&index=1)
That's awesome!
Quote from: talon19912 on January 28, 2015, 02:52:45 AM
I'm not sure which part is responsible, but for some reason I can't use the cook stove to cook meals for my colonists
Is cooking a priority for your colonists? Do they have the required cooking level?
Quote from: NocAdsl on January 28, 2015, 07:07:33 AM
guys maybe im just noob IG but i dont know where to put this sry. so new hydroponics are cool wit 2x2 and 3x1 and 1x1 size but the yre bit OP becouse pawn can walk over them so i hope someone wil se this :)
I'll have to look into this and contact the mod author in case this is intended.
mmmm i did everything in the video deleted every saved world and colony and made new ones, double checked that the mod was active and everything need to be in the right place as seen on the youtube video yet still when i start a new game the mod doesnt seem to be active im not sure if its cause i need to play the game or it doesnt work but shouldnt there be more thing to research or more things build when the game starts up i just feel lost in the sause please help :-\
Quote from: joedog62 on January 28, 2015, 01:01:34 PM
mmmm i did everything in the video deleted every saved world and colony and made new ones, double checked that the mod was active and everything need to be in the right place as seen on the youtube video yet still when i start a new game the mod doesnt seem to be active im not sure if its cause i need to play the game or it doesnt work but shouldnt there be more thing to research or more things build when the game starts up i just feel lost in the sause please help :-\
I need some better details, shoot me a PM and I'll help you out.
Heyyo! Just installed the mod and it shows up in game but when I make a new colony I don't see a difference :( What went wrong?
Is anyone else getting random CTDs?
Quote from: SteenMachine on January 28, 2015, 05:25:34 PM
Heyyo! Just installed the mod and it shows up in game but when I make a new colony I don't see a difference :( What went wrong?
Been getting a lot of questions regarding this, most are because you need to extract/move all the contents from the EpykPack.zip into the mods folder. The EpykPack.zip itself will not work.
hello.
i have few problems here ...
installed the pack (with the modconfig + re cheking the mod load order) but
i can't produce drone cores (Apothecarius Eight) from the hive mind core (i can place and order to build some but my colonist won't interact with it plus right click don't drop the "prioritize" drop down) exactly the same thing happend with drones (Mechanical Defence 2) using the droid assambly ... a workaround would be welcome ... anyway cheers for the modpack
Quote from: idolord on January 28, 2015, 07:46:58 PM
hello.
i have few problems here ...
installed the pack (with the modconfig + re cheking the mod load order) but
i can't produce drone cores (Apothecarius Eight) from the hive mind core (i can place and order to build some but my colonist won't interact with it plus right click don't drop the "prioritize" drop down) exactly the same thing happend with drones (Mechanical Defence 2) using the droid assambly ... a workaround would be welcome ... anyway cheers for the modpack
You need to make sure you have all the ingredients needed to start production on the tables.
I have the same issue with the hive mind core not working, i can prioritize the job but the colonist just keeps hauling more and more silver to it, never the medicine even if its available.
(http://i.imgur.com/muOIItG.png) (http://imgur.com/muOIItG)
Quote from: Epyk on January 28, 2015, 08:19:50 PM
Quote from: idolord on January 28, 2015, 07:46:58 PM
hello.
i have few problems here ...
installed the pack (with the modconfig + re cheking the mod load order) but
i can't produce drone cores (Apothecarius Eight) from the hive mind core (i can place and order to build some but my colonist won't interact with it plus right click don't drop the "prioritize" drop down) exactly the same thing happend with drones (Mechanical Defence 2) using the droid assambly ... a workaround would be welcome ... anyway cheers for the modpack
You need to make sure you have all the ingredients needed to start production on the tables.
i'm late in the endgame, i do have a craptone of silver from trading and i don't know what to do with my hundreds of medecine (More silver from trading i guess ...) for the drone core ... for the droids i have made like ten times the required material ... the fact is that when i right click the crafting station (hive mind core or droid assenbly) i don't even have the dropdown to show, normaly it should let me put priority on it or show it greyed saying that i don't have the required material but nothing ... i tried to take out all other mods out and but those two but this is the same ... can't ...
the diference with Ronin90 is that my colonist won't even haul anithing to it ... they just ignore it ...
I got it to work, but my characters will not grow plants, i have the zones and i have them at 1 for the priority but they just stand by it and do nothing.... :(
Quote from: Ronin90 on January 28, 2015, 08:58:51 PM
I have the same issue with the hive mind core not working, i can prioritize the job but the colonist just keeps hauling more and more silver to it, never the medicine even if its available.
(http://i.imgur.com/muOIItG.png) (http://imgur.com/muOIItG)
Oh I see.
This is a problem mods try to get around, but it's always present. The silver ingredients block access for colonists to add a different ingredient. Have a colonist haul away a stack or more of the silver so it can bring in a something else.
Quote from: SteenMachine on January 28, 2015, 09:10:07 PM
I got it to work, but my characters will not grow plants, i have the zones and i have them at 1 for the priority but they just stand by it and do nothing.... :(
Try something for me.
Make only growing a priority and nothing else for your colonists. If they continue to do nothing after this, I'll have to investigate closer into this.
They still just stand there, I'll recruit them and them move them, Unrecruit and they go back to the growing area and stand by it.
Quote from: SteenMachine on January 28, 2015, 09:10:07 PM
I got it to work, but my characters will not grow plants, i have the zones and i have them at 1 for the priority but they just stand by it and do nothing.... :(
how ? my colonist aren't even hauling to it ... btw the problem you seem to face is that in recipe 1 silver equals to 20 or something like that and colonist have not engouth space to put all of the required material on top of it try lowering the 400 recipe cost to 40 and it will be better ... that dosen't help me tho ...
I pulled all the files out, I know, Derp lol
you mean you did take all others mods away to test ? if so can you try just adding mechancal defence 2 and try again we might have pinpointed where the conflict hide ...
Didn't have any mods to start with. what would mechanical defense 2 do for farming?
i was refering to the image you submited where colonis would continuously haul to the hive never crafting anything.
Wrong guy.
right duh ... take it easy it's 3:54 am over here ... :p ^^
Okay, Changing the ingredient requirement for the silver fixed it for me.
Quote from: Ronin90 on January 29, 2015, 07:21:23 AM
Okay, Changing the ingredient requirement for the silver fixed it for me.
This is a common issue from bringing mods from alpha 7 to alpha 8. Atleast gold, silver and uranium recipes are multiplied by 20 in the core somewhere, so when youre making a Drone Core that has 400 silver requirement from alpha 7, it actually requires 8000, which is impossible because the colonists will try to pile all that silver on the table but it keeps falling off. ;D
We resolved this issue looong time ago on the Apothecarius thread. :) I also posted a hotfix for the Apothecarius recipe file in there. https://ludeon.com/forums/index.php?topic=5450.msg96017#msg96017 (https://ludeon.com/forums/index.php?topic=5450.msg96017#msg96017)
I'm glad you managed to get it working. :)
still not working for me tho ... colonist won't even haul stuf to the station both for the hive mind core and the drone assembly ... and yes i do have the required materials ...
edit: reinstalled the game a clean way (savegame gone) reinstalled the modpack reapplied the fix and it works ... dunno what was the problem .. anyway it's over :p once again thanks for the truely "epic/k" modpack i'm realy enjoying it !!!
Quote from: idolord on January 29, 2015, 08:15:35 AM
still not working for me tho ... colonist won't even haul stuf to the station both for the hive mind core and the drone assembly ... and yes i do have the required materials ...
edit: reinstalled the game a clean way (savegame gone) reinstalled the modpack reapplied the fix and it works ... dunno what was the problem .. anyway it's over :p once again thanks for the truely "epic/k" modpack i'm realy enjoying it !!!
Never lose faith if something doesn't work right away, we have an amazing modding community in here with tons of people who can help you! :D
Quote from: SilverDragon on January 29, 2015, 07:53:00 AM
Quote from: Ronin90 on January 29, 2015, 07:21:23 AM
Okay, Changing the ingredient requirement for the silver fixed it for me.
This is a common issue from bringing mods from alpha 7 to alpha 8. Atleast gold, silver and uranium recipes are multiplied by 20 in the core somewhere, so when youre making a Drone Core that has 400 silver requirement from alpha 7, it actually requires 8000, which is impossible because the colonists will try to pile all that silver on the table but it keeps falling off. ;D
We resolved this issue looong time ago on the Apothecarius thread. :) I also posted a hotfix for the Apothecarius recipe file in there. https://ludeon.com/forums/index.php?topic=5450.msg96017#msg96017 (https://ludeon.com/forums/index.php?topic=5450.msg96017#msg96017)
I'm glad you managed to get it working. :)
A-ha! Here's some information I did not know. Thanks for the knowledge!
Quote from: idolord on January 29, 2015, 08:15:35 AM
still not working for me tho ... colonist won't even haul stuf to the station both for the hive mind core and the drone assembly ... and yes i do have the required materials ...
edit: reinstalled the game a clean way (savegame gone) reinstalled the modpack reapplied the fix and it works ... dunno what was the problem .. anyway it's over :p once again thanks for the truely "epic/k" modpack i'm realy enjoying it !!!
I'm glad everything worked out! Thanks for the kind words and enjoy the Epyk Pack!
Finding that needle in the haystack problem is something I always encounter.
After seeing one of my favorite YouTuber's (Quill18) do your pack, I think I'll download and try it out, finally. I'll let you know how it goes when I get some time to play it.
do you have any plan for add crash landing mod in your epyk pack?
Quote from: hentiger on January 29, 2015, 11:58:16 AM
do you have any plan for add crash landing mod in your epyk pack?
Epyk Pack is tested on a 3-year old computer to ensure it works on most users computers.
Crash landing made RimWorld run too slowly when the fires broke out and spread mercilessly.
I did hear the creator of Crash Landing reduced flames/explosions, I'll have to check it out.
How about adding Prepare Carefully to the mix, or even just testing to see if it is compoatible?
Quote from: GlassDeviant on January 29, 2015, 09:05:42 PM
How about adding Prepare Carefully to the mix, or even just testing to see if it is compoatible?
Prepare Carefully is already included in the Epyk Pack. At least it should be. :o
Quote from: Epyk on January 29, 2015, 12:33:50 PM
Quote from: hentiger on January 29, 2015, 11:58:16 AM
do you have any plan for add crash landing mod in your epyk pack?
Epyk Pack is tested on a 3-year old computer to ensure it works on most users computers.
Crash landing made RimWorld run too slowly when the fires broke out and spread mercilessly.
I did hear the creator of Crash Landing reduced flames/explosions, I'll have to check it out.
oh i can understand that
thanks for your answer
Well I got it to work, had to reinstall the game and mods... twice >.< Not sure hat it was but it all works fine now. And, I must say AWESOME mod! Only thing I can think of to making this better is more factions with a variety of things to trade and weapons crafting.
Quote from: SteenMachine on January 30, 2015, 12:41:59 PM
Well I got it to work, had to reinstall the game and mods... twice >.< Not sure hat it was but it all works fine now. And, I must say AWESOME mod! Only thing I can think of to making this better is more factions with a variety of things to trade and weapons crafting.
I love factions, the more the better. Epyk Pack currently has the Norbals, Jaffa, RimTroopers, and a Cybernetics faction. An update to add another mod is coming up.
I'm having the same issue as a few other users, where my colonists will not plant crops. They'll plant trees, but they won't plant potatoes, etc. They won't plant in the modded hydroponics basin's either. Bit of a pain relying on simple meals and hunting lol. Played for 3 or so hours without realising it was a bug, it was my first playthru on tundra hahaha.
My colonists wont grow food at all, they just stand next to the growing zone. Is there a mode that may be doing this?
Quote from: Kriyppler on January 30, 2015, 05:36:50 PM
I'm having the same issue as a few other users, where my colonists will not plant crops. They'll plant trees, but they won't plant potatoes, etc. They won't plant in the modded hydroponics basin's either. Bit of a pain relying on simple meals and hunting lol. Played for 3 or so hours without realising it was a bug, it was my first playthru on tundra hahaha.
Quote from: DroneKiller320 on January 31, 2015, 02:54:42 AM
My colonists wont grow food at all, they just stand next to the growing zone. Is there a mode that may be doing this?
Make sure you install the pack correctly, and use the correct mod order. Allowing the mods to be loaded in the wrong order results in this, with some mods loading their files earlier and then some workgiver list from another mod loads over it. Causing certain plants to be on the list, but theres no reference to tell the colonists how to actually do the planting of that crop anymore. :D
So how should I set out my mod order so this doesn't happen?
Any one having trouble with traders? I don't get exotic trader anymore (it's been at least a year). This is a 2 year game where I've updated the Epyk pack twice, so it could be any number of things, just wondering if anyone else has this issue.
And the reason I need exotic traders is to sell clothes. Which I have hundreds and hundreds of.
Quote from: SilverDragon on January 31, 2015, 04:38:31 AM
Make sure you install the pack correctly, and use the correct mod order. Allowing the mods to be loaded in the wrong order results in this, with some mods loading their files earlier and then some workgiver list from another mod loads over it. Causing certain plants to be on the list, but theres no reference to tell the colonists how to actually do the planting of that crop anymore. :D
Yeah man I thought that might be the problem so I followed the load order probably 3 or so hours after first playing and it's still happening. Could that be an issue too?
EDIT: Reinstalled the game, reinstalled Epyk pack, deleted the Ludeon Studios folder in appdata and followed the load order from the start. My colonists will now plant crops.
Follow the load order!
I just wanted to thank you for putting this mod pack together. I would also like to thank the many modders out there who added all these awesome things to Rimworld. My wife and I both love all the additions.
- epyk, can you look into updating the cybernetic mod. he removed the op weapon that was destroying the environment.
(i'm still hoping we can convince him to make the "friendly" cyber faction an optional part of the mod. i don't want to save scum when they get mad at me from turret fire)
- also, i've mentioned a couple times. the pawn state icons got a bugfix update you missed.
Quote from: shhfiftyfive on January 31, 2015, 02:04:03 PM
- epyk, can you look into updating the cybernetic mod. he removed the op weapon that was destroying the environment.
(i'm still hoping we can convince him to make the "friendly" cyber faction an optional part of the mod. i don't want to save scum when they get mad at me from turret fire)
- also, i've mentioned a couple times. the pawn state icons got a bugfix update you missed.
An update is coming soon.
Where is this update Cybernetic located? I still see version 3.3 which the Epyk Pack currently has.
EDIT: elStrages is still working on v3.4
Quote from: slicedtoad on January 31, 2015, 05:10:36 AM
Any one having trouble with traders? I don't get exotic trader anymore (it's been at least a year). This is a 2 year game where I've updated the Epyk pack twice, so it could be any number of things, just wondering if anyone else has this issue.
And the reason I need exotic traders is to sell clothes. Which I have hundreds and hundreds of.
Okay, I changed from Randy to builder and I got an exotic trader. Not really sure what was happening with Randy but a year without exotic traders should be statistically impossible, no? Especially since I used the comms unit just about constantly.
UPDATE!
1.31.15 Epyk Pack 1.11o
- Added Apparello!
- Pawn State Icons update!
- CyberneticsStorm update!
EDIT: Just caught the EdB UI interface update, I'll have to add that later.
Any plans on adding the combat realism mod?
Awesome, you're the man!
Hey E I was looking at the download, I know you have given an order to the mods but have you thought about renaming them? as in put a number at the start e.g. '1.' '13.' etc that way people can quickly add them in game instead of trying to find them, this wouldn't actually effect the game in anyway and make the pack more user friendly
Quote from: slicedtoad on January 31, 2015, 05:08:01 PM
Quote from: slicedtoad on January 31, 2015, 05:10:36 AM
Any one having trouble with traders? I don't get exotic trader anymore (it's been at least a year). This is a 2 year game where I've updated the Epyk pack twice, so it could be any number of things, just wondering if anyone else has this issue.
And the reason I need exotic traders is to sell clothes. Which I have hundreds and hundreds of.
Okay, I changed from Randy to builder and I got an exotic trader. Not really sure what was happening with Randy but a year without exotic traders should be statistically impossible, no? Especially since I used the comms unit just about constantly.
i've played cassandra a lot. and usually i run into this issue where exotic goods traders take a vacation and do not show up for a year. like every play through. in general all the traders stop showing up for a season and the ones that do show up aren't helpful since i have no money without getting the exotic trader to show up to sell my junk.
Quote from: elStrages on February 01, 2015, 04:09:39 AM
Hey E I was looking at the download, I know you have given an order to the mods but have you thought about renaming them? as in put a number at the start e.g. '1.' '13.' etc that way people can quickly add them in game instead of trying to find them, this wouldn't actually effect the game in anyway and make the pack more user friendly
Great idea! I'll do that next update!
I can't open the mod menu inside the game anymore... but when i delete all the mods from the folder it works...
*Edit: after a while it opened, i activated all the mods but when i pressed the close button everything stopped running...
- have Alpha 8
- downloaded epyk pack
- mods folder contains only core-mod
- copied all mods from pack into mod folder
- replaced the modconfig.xml file
Now game does not start anymore. The process runs, but it seem to load (or loop on somethin') for all eternity.
Running on win 7 x64. Game starts without mods.
Once I move the mods in modconfig.xml from active into active the game starts, but it fails to open "mods" option in main menu. I think because it starts to load/scan infos from mods folder and its to much?
*edit it actually manages to open mods menu after about 2 mins. Lets see if that works after restart now.
Nope it does not. Nothing happens after saving config. Game ?loads? and does not respond for all eternity...
Quote from: ysor123 on February 01, 2015, 11:45:19 AM
- have Alpha 8
- downloaded epyk pack
- mods folder contains only core-mod
- copied all mods from pack into mod folder
- replaced the modconfig.xml file
Now game does not start anymore. The process runs, but it seem to load (or loop on somethin') for all eternity.
Running on win 7 x64. Game starts without mods.
Once I move the mods in modconfig.xml from active into active the game starts, but it fails to open "mods" option in main menu. I think because it starts to load/scan infos from mods folder and its to much?
*edit it actually manages to open mods menu after about 2 mins. Lets see if that works after restart now.
Nope it does not. Nothing happens after saving config. Game ?loads? and does not respond for all eternity...
replace the old mod config with the orginal and manually add the mods in game. this way you can be sure that they are all working.
once you add the mod loader order mod you can do this quicker.
Quote from: elStrages on February 01, 2015, 12:08:14 PM
replace the old mod config with the orginal and manually add the mods in game. this way you can be sure that they are all working.
once you add the mod loader order mod you can do this quicker.
Thanks for replying, but I quote myself:
Quote
Nope it does not. Nothing happens after saving config. Game ?loads? and does not respond for all eternity...
I would suggest starting a new game. It may be that the mod updates broke old saves.
this mod pack will always break old saves
at least in my experiance
Quote from: elStrages on February 01, 2015, 12:50:22 PM
I would suggest starting a new game. It may be that the mod updates broke old saves.
I can't start the game? Its loading forerver, didn't I wrote it 5 times already? How should I start a new one?
Neither enabling mods in the .xml (game loads forever on startup), nor disabling them in .xml and enabling in the game main-menu works for me. Once I enable them in mod-menu and save, it loads forever. I mean I'v went to watch a movie and when I came back it has not finished loading. Is that long enough?
Without mods everything works. And I'd suggest it is not my hardware, because I have no issues at all. I know how to keep my machine clean (I'm not talking about placebo cleaners.. haha). Everything works smooth. Got an 8x core 4ghz amd with 8 gigs ram and a radeon 7870hd (i think the later should not matter in that case).
I don't think it ever finishes loading. >1 hour is way to long.
restart your pc, if it not work just look how many memory ram, if it is stuck reinstall your game
I would say you trying to run too many mods for your system specs maybe, nut I don't know what you are running.
I personally have 24Gb of RAM and a geforce 2Gb dedicated graphics card, my load time is seconds.
I would say it is likely the amount of data it is trying to load, don't forget this mod pack takes up a lot of memory resources.
Reset your computer to clear all RAM, and don't run anything else while playing, see if that helps.
You tend not to read anything others wrote? :(
I could answer all the posts by just quoting myself over and over again...
Quote from: ysor123 on February 01, 2015, 11:45:19 AM
- have Alpha 8
- downloaded epyk pack
- mods folder contains only core-mod
- copied all mods from pack into mod folder
- replaced the modconfig.xml file
If i have too many mods to load, than this modpack does not work.
Does not work for you. Unload some of the mods and see. And I did read I was reiterating that your system obviously can run the mod pack so looking for a solution here is moot. You need to look at what you can run, remove some mods or altogether do not use this mod pack
I'm writing a small script to check if the names of mods in the modsconfig are correct. To be sure.
*edit ok naming is alright
Epyk - any chance you could work w/ SC_Reaper and integrate the New Weather pack (https://ludeon.com/forums/index.php?topic=9057.0) and Igabod for the BioDiversity pack (https://ludeon.com/forums/index.php?topic=9532.0)? Think they'd be great additions.
@ysor123 - Few things you can try as ive had issues like this last week with either a black screen or menus buttons not working when starting a new colony
1. Make sure your modsconfig.xml starts like this:
<activeMods>
<li>Core</li>
<li>ED-Core</li>
With all the other mods below i swear i read that ED-Core needs to be at the top and activated first in fact: https://github.com/jaxxa/RimWorld-Enhanced-Defence#installation-instructions
2. If that does not work, then the only option is to add a mod or a few at a time and activate them, then restart the game and start a new map. If al is Ok add a another mod/few mods activate them and restart rimworld and a new map this is annoying but its how i found out which mod was giving me grief last week.
Quote from: Tasher on February 02, 2015, 04:43:29 PM
Epyk - any chance you could work w/ SC_Reaper and integrate the New Weather pack (https://ludeon.com/forums/index.php?topic=9057.0) and Igabod for the BioDiversity pack (https://ludeon.com/forums/index.php?topic=9532.0)? Think they'd be great additions.
I'm always on the lookout for mods, keep on with suggestions.
Anyone else having issues with this mod crashing after about a game year? The crashes happen during event spawns. The game freezes for a split second, then an event happens or the game crashes. I am having the same problem on two different computers. One of the computers is really old, but it plays okay. I wouldn't say the other computer is a beast, but it plays 7 days, assassins creed... with higher frame rates. So, I don't think it is a hardware problem.
Quote from: Kane84 on February 02, 2015, 11:11:21 PM
Anyone else having issues with this mod crashing after about a game year? The crashes happen during event spawns. The game freezes for a split second, then an event happens or the game crashes. I am having the same problem on two different computers. One of the computers is really old, but it plays okay. I wouldn't say the other computer is a beast, but it plays 7 days, assassins creed... with higher frame rates. So, I don't think it is a hardware problem.
Is it a real crash to desktop, or just the game freezing? When your colony accumulates enough wealth, the raids tend to get so big that the game needs a minute to go shopping for all enemies gear and stuff. :P
The game hangs for a split second right before an event. Then the game continues or it crashes to the desktop. There doesn't appear to be any real consistency to whether the game continues or crashes.
I have the most up to date pack and a five year old colony. I seem to be fine at the moment. E might need a disclaimer saying not for the feint hearted pc.
Epyk - how about the Ice Sheet and Water World biome mod - https://ludeon.com/forums/index.php?topic=7882.0
i have a few requests for the pack. or at least i am curious if i can add these mods to my game without compatibility issues with this pack.
some small mods:
- canned food. because i want to add a small food stockpile in the prison that doesn't need freezing, and doesn't create a negative mood, so i can replace the meal paste dispenser. i think the extra cost of the recipe makes it a balanced addition.
- use herbal medicine. because it is silly for pawns to use surgical medicine for everyday use.
- vein miner. a quality of life addition. i don't feel it is cheaty enough to avoid.
- haul priority? i haven't tried this but i'm curious if it works as well as i hope.
Quote from: Kane84 on February 02, 2015, 11:11:21 PM
Anyone else having issues with this mod crashing after about a game year? The crashes happen during event spawns. The game freezes for a split second, then an event happens or the game crashes. I am having the same problem on two different computers. One of the computers is really old, but it plays okay. I wouldn't say the other computer is a beast, but it plays 7 days, assassins creed... with higher frame rates. So, I don't think it is a hardware problem.
the most obvious crash i experience is something i also experience in vanilla. when i trade a ton of stuff with the exotic goods trader all at once, its like the game's brain explodes, bad things happen. either the screen visual bugs out or the game completely crashes.
but i do experience frame rate issues. my pc is a beast (3770k i7 and sli 770's) and i get like 9-18 fps when my base gets to about the 2nd year. not sure that is the mod, or vanilla issue though.
Okay. The game loads after about 1,5 hours. Let it run passive longer. The annoying thing is, it does not get better when loading a second time afterward.
Looks like it is a game issue, a rare one i have ...
https://ludeon.com/mantis/bug_revision_view_page.php?rev_id=407
@ysor - Hve you tried disabling some of the mods and restarting rimworld, i had a black screen issue today and it was a mod issue.
@shhififtyfive
Priority Haul can be handy, im still playing with it as soemtimes i wonder if its doing what it should be i "think" this has issues with veinminer but i cba to double check. Issue is that the priority haul menu vanishes into thin air after you load up your save file and never re-appears (well it didnt for me).
Veiminer i tried last game which i have overwrote now, while at first it was good i thought it was a bit cheaty plus i wanted the above addon working properly.
Use herbal medicine not seen this working yet, but then i stock up o meds anyway asap.
I re-installed all my mods today, well the ones i wanted.
It is not a mod issue, how often should I repeat? It just takes insan. long to load everything. THan more i enable than longer it takes. The curve is not linear to the amount of mods, it raising.
I really don't have a machine which should have such issues. 1.5 hours for all mods is not normal.
The process is running at 13% cpu time and 74mb RAM usage. (8 cores @4ghz).
So it is not even using the computing time of a single core. No matter if there is only 1 or multiple threads, it is not even using the computing time of a single core.
Ok its not a mod issue even though you say it is in this thread and and also this (https://ludeon.com/forums/index.php?topic=9770.msg99176#new) thread
Funny how i fixed it in a few minutes just today.
2.3.15 Epyk Pack 1.11r
- CyberneticStorm update
- EdB UI Interface update
- Pawn State Icons update
- Modified the mod order
Now the new mod order may fix the growing problem some users are facing, although I've never experienced this problem myself.
Enjoy!
EDIT: Also the poll option "I haven't tried the Epyk Pack" has been wiped in case users that selected this option before have now tried the Epyk Pack. You can however, change your vote at anytime.
My issue was my own fault, not the mods really. I wanted the JaffaKree mod so i had to disable the modded mod and get the original.
Unfortunatly though in my 2tear game i started yesterday they have not appeared once :/
Quote from: ManWithNoName on February 04, 2015, 12:03:28 AM
My issue was my own fault, not the mods really. I wanted the JaffaKree mod so i had to disable the modded mod and get the original.
Unfortunatly though in my 2tear game i started yesterday they have not appeared once :/
For a new faction to appear, a new colony has to be made after the faction mod is added.
I know that and that's what i was doing.
I downloaded the pack yesterday as it had been updated since i started playing, but im guessing you need the Cyberstorm mod activated to use the CSJaffaKree which isn't something i wanted. I just wanted the JaffaKree.
When i activated CSJaffaKree on its own i just got a black screen when i disabled that mod the game loaded without issues so i downloaded the origial and all was working well, othr than them never appearing.
I'll figure i out next game, why they are hiding ::)
I have read you responses and told you what to do, but instead of even trying what i have said and a mod in another thread you just continue to complain and now result to name calling.
Anyway i shall enjoy the game, and also enjoy reporting your post have a great day now.
Quote from: shhfiftyfive on February 03, 2015, 04:13:42 PM
i have a few requests for the pack. or at least i am curious if i can add these mods to my game without compatibility issues with this pack.
some small mods:
- canned food. because i want to add a small food stockpile in the prison that doesn't need freezing, and doesn't create a negative mood, so i can replace the meal paste dispenser. i think the extra cost of the recipe makes it a balanced addition.
- use herbal medicine. because it is silly for pawns to use surgical medicine for everyday use.
- vein miner. a quality of life addition. i don't feel it is cheaty enough to avoid.
- haul priority? i haven't tried this but i'm curious if it works as well as i hope.
Haul priority and vein miner don't work together :s
Quote from: ManWithNoName on February 04, 2015, 03:39:47 AM
I have read you responses and told you what to do, but instead of even trying what i have said and a mod in another thread you just continue to complain and now result to name calling.
Anyway i shall enjoy the game, and also enjoy reporting your post have a great day now.
Sure you'v read? Or you just picked one matched your opinion?
Just one example:
Quote
It is not a mod issue, how often should I repeat? It just takes insan. long to load everything. THan more i enable than longer it takes. The curve is not linear to the amount of mods, it raising.
Mods take long to load, the more I enable, the longer it takes. So I did not do, what people suggested - I did not disable mods? How could I have made the conclusion about the loading curve depending on how many mods are enabled then? I gues the problem is that you thought you are so smart and I'm too dumb, that is the point. You did not care about getting the point, but to find something to sign your viewpoint. That is also the reason, why you did not catch the difference between having an issue when enabling mods and having an issue because of a mod.
My very first post here explained, that I had a clean game with no mods. I explained what steps I'v made to install and the result.
Since it seem to work for most of the people and nobody said I did something wrong in all that stepps, that means either the people lie (which I do not believe, what would be the point) and do not tell that currently the modpack does not work or it is a problem in the game, which seem to be conditional, because if most of the people do not have a problem, there must be a variable condition.
Additionally I'v found an issue in bugtracker which might be related to my problem.
I really did a lot, even things I did not wrote here. And than you come and tell me indirectly, that I'm just stupid, because it is so easy and you got it fixed fast.
80% of replies (not only yours) just ignored anything I wrote. That can drive one insane after a while. You gave the final ditch, starting to quote me wrong.
I don't think there is much to add regarding this matter.
Another matter:
The first Forum I see censorship with explaination "to much negativity".
So remember: always smile and always be positive. ?And if you can't, take some drugs?
Quote from: ysor123 on February 04, 2015, 02:00:04 PM
Another matter:
The first Forum I see censorship with explaination "to much negativity".
So remember: always smile and always be positive. ?And if you can't, take some drugs?
That's just Rammy getting too trigger happy with newly gained powers
if you didn't just flip off anyone or blurt out verry mean words like dunkelscnhitzel you was well within your rights to be as negative as you like
this first time I see anything get just.. erased *scared*
omni-gel mk2 steel replicator and devastator mortar are so extremely OP :p
i haven't tried md2 droids or shields yet, but i'd bet they are too :p
Quote from: Shinzy on February 04, 2015, 02:40:55 PM
Quote from: ysor123 on February 04, 2015, 02:00:04 PM
Another matter:
The first Forum I see censorship with explaination "to much negativity".
So remember: always smile and always be positive. ?And if you can't, take some drugs?
That's just Rammy getting too trigger happy with newly gained powers
if you didn't just flip off anyone or blurt out verry mean words like dunkelscnhitzel you was well within your rights to be as negative as you like
this first time I see anything get just.. erased *scared*
Sorry, still picking up on the policies here tbh. For the other forums I take care of we're really big on not banning if possible and just cleaning up bad messages. Tynan has corrected me on what I should do next time.
Happens, different forums have different policies on how to go about things.
The policy is to erase negativity and distribute love cookies?
ysor i never called you stupid i asked you a simple question and instead of answering that question you decide the best answer was to say "you shouldn't be having issues you have 8 core cpu and 8gigs of ram". You are then constantly posting in this thread and the other one i linked to saying it is a mod issue. Now because you found something in the bug tracker you have decided that, that is the issue.
I read all your posts and i suggested something that you refuse to do, even ItchyFlea suggested it to the other user in that other post and it worked for them. I have had issues myself including: black screen, menu buttons not working, unable to start a new colony, my colonists spawning in naked just to name a few.
I would of actually wasted my own personal time to try and find a solution for you, but because of your last post full of insults to me, i wont bother maybe someone else will waste their time to help.
The prison improvements mod will be an awesome addition to this pack. https://ludeon.com/forums/index.php?topic=10069.0;topicseen
Quote from: ysor123 on February 04, 2015, 04:10:58 PM
The policy is to erase negativity and distribute love cookies?
Well to be blunt, the policy is to delete any overwhelmingly negative posts (negative being an open term branching into a myriad batch of harmful terminology) and then warn the person.
You shouldn't have more or less attacked MWNN as you did, hence my course of action. I initially made the mistake of acting how I would for all the other forums I moderate by just cleaning up your post; here we apparently just delete and warn so... eh. Tynan runs a tight ship o7
Quote from: eyj123 on February 05, 2015, 05:34:30 AM
The prison improvements mod will be an awesome addition to this pack. https://ludeon.com/forums/index.php?topic=10069.0;topicseen
That's a mod I've decided to personally use myself. :P
any plans to add a mo which adds more encounters and custom events? :P
Quote from: coht on February 05, 2015, 07:58:25 AM
any plans to add a mo which adds more encounters and custom events? :P
What's that?
Any plans to incorporate the combat realism mod?
https://ludeon.com/forums/index.php?topic=9759.msg97602#msg97602
Well, I think I've spotted (unfortunately) a bug. Or a bunch.
I'm using almost pure Epyk Pack with A8e, the only thing I've changed is adding Romance Mod by Lord Fappington + disabling autohauler. At the beginning everything works fine, but after some time, when my colony gets bigger, suddenly EVERYTHING gets broken. First sign of it is the strange behavior of wires - they seem to be attached where they shouldn't even be able to attach. May sound like little inconvenience, but it's not when it looks like that:
(http://i.imgur.com/yYqfpys.jpg)
after spotting that I've tried to load previous save, thinking it may be that easy to fix. It wasn't. Wires seemed ok, but other things started to bug like an avalanche. First, MAI texture got changed to regular female pawn texture:
(http://i.imgur.com/CSH930n.jpg)
(you can see that aswell on the previous screen, it was actually made after I've tried to reload). Then they "sticked" (literally) to my colonists and went "missing" in the EdBInterface. I've thougt that only MAI got broken, but every event with orbital pod crashing resulted in... no event at all, except the info.
This is not the first time I'm noticing this bug, last time with previous colony, after the wires went full retard, I've had the event of ancient ship crashing, and when I started to shoot at it I've spotted this aswell:
(http://i.imgur.com/bNx5gWJ.jpg)
with every shot aimed at ship, more non-violent, colonist friendly mechanoids got spawned. Ok, that was too much.
I've tried to reinstall rimworld and epyk pack, delete whole LocalLow/LudeonStudios folder and then just put my save and world inside, but nothing changed. Any ideas? I really like my colony...
Quote from: szypkiyakwonsz on February 05, 2015, 08:13:15 PM
-snip-
I couldn't tell you what to do, haven't experienced any problem like that with the wires.
Oh please, please, please add this one: https://ludeon.com/forums/index.php?topic=10069.0 Prison Improvements
I still can't play with this pack.
To open the mods folder it takes ages and when i activate the mods i want and click close the game crashes.
If i use the ModConfig.xml file provided here the game doesn't even start.
Please, could someone kinfly help me out?
Quote from: Catjaco on February 06, 2015, 05:37:53 PM
I still can't play with this pack.
To open the mods folder it takes ages and when i activate the mods i want and click close the game crashes.
If i use the ModConfig.xml file provided here the game doesn't even start.
Please, could someone kinfly help me out?
I may have a solution to this because it's happened on my labtop.
When I click close after configuring mods and try to give my computer any action it will crash Rimworld, same thing when I open the RimWorld application.
For example, I open RimWorld and press left-click the game will crash.
Just let the game load and don't press or do anything. Also, if you're loading the mods for the first time, it may take awhile to load. After that it's quick again.
I hope this helped!
I believe I am having a similar issue to the above, I have a 5yo craptop and my prior experience with Epyck pack was 1.11o. That version worked great, had no issues. Even started and played a quick little ice sheet and found out this would be a ton of fun. With 1.11r I have the long load issue and when it does load it pseudo-hangs and freezes on mod-list close. Oddly enough it's not sucking up all my CPU and RAM like a normal app hang would. Gonna get it loading, have a smoke break, watch the rest of C9 vs HGT, and if it still hasn't loaded declare it broken for my purposes/help out with TS if you'd like.
EDIT: It loaded up this time, crashed on mod-list close the first time but on reload it came up alright. Happiness again!
Quote from: Epyk on February 07, 2015, 12:28:10 AM
Quote from: Catjaco on February 06, 2015, 05:37:53 PM
I still can't play with this pack.
To open the mods folder it takes ages and when i activate the mods i want and click close the game crashes.
If i use the ModConfig.xml file provided here the game doesn't even start.
Please, could someone kinfly help me out?
I may have a solution to this because it's happened on my labtop.
When I click close after configuring mods and try to give my computer any action it will crash Rimworld, same thing when I open the RimWorld application.
For example, I open RimWorld and press left-click the game will crash.
Just let the game load and don't press or do anything. Also, if you're loading the mods for the first time, it may take awhile to load. After that it's quick again.
I hope this helped!
i left it loading for about half an hour, but nothing, it's still there and if i left-click it crashes...
*edit: Even if i only select a single mod ,like alphamuffalo, the game won't work...
Quotei left it loading for about half an hour, but nothing, it's still there and if i left-click it crashes...
*edit: Even if i only select a single mod ,like alphamuffalo, the game won't work...
Now that is unusual. Game doesn't work even with a single mod?
I'm not sure what's wrong there. :(
I would suggest a clean install entirely.
UPDATE!
2.7.15 Epyk Pack 1.12r
- Added IceSheet!
Quote from: Epyk on February 07, 2015, 05:18:28 PM
Quotei left it loading for about half an hour, but nothing, it's still there and if i left-click it crashes...
*edit: Even if i only select a single mod ,like alphamuffalo, the game won't work...
Now that is unusual. Game doesn't work even with a single mod?
I'm not sure what's wrong there. :(
I would suggest a clean install entirely.
What do you mean with "clean install"?
Quote from: Catjaco on February 08, 2015, 06:14:01 AM
Quote from: Epyk on February 07, 2015, 05:18:28 PM
Quotei left it loading for about half an hour, but nothing, it's still there and if i left-click it crashes...
*edit: Even if i only select a single mod ,like alphamuffalo, the game won't work...
Now that is unusual. Game doesn't work even with a single mod?
I'm not sure what's wrong there. :(
I would suggest a clean install entirely.
What do you mean with "clean install"?
I'm not very knowledgeable when it comes to finding the source of a problem. So I usually just re install everything entirely if everything I try to fix the problem doesn't work.
How I'd go on about this would to start with a clean RimWorld directory and delete the Ludeon Studios folder and see if this can fix things.
Quote from: Epyk on February 08, 2015, 06:31:33 AM
Quote from: Catjaco on February 08, 2015, 06:14:01 AM
Quote from: Epyk on February 07, 2015, 05:18:28 PM
Quotei left it loading for about half an hour, but nothing, it's still there and if i left-click it crashes...
*edit: Even if i only select a single mod ,like alphamuffalo, the game won't work...
Now that is unusual. Game doesn't work even with a single mod?
I'm not sure what's wrong there. :(
I would suggest a clean install entirely.
What do you mean with "clean install"?
I'm not very knowledgeable when it comes to finding the source of a problem. So I usually just re install everything entirely.
How I'd go on about this would to start with a clean RimWorld directory and delete the Ludeon Studios folder and hope for the best.
ok, i tried it, and i activated only few mods to see, now i'm waiting, but hope it doesn't take hours...
*edit: nothing to do, the game won't start with mods, and i don't know waht to do anymore
MAYBE i've found what made the game crash everytime... i'm activating mod per mod, and when ididn't activate aplhamuffalo everything worked!
Ok... after the tird mod it started crashing again... i don't know what to do now
after update this pack 1.11r to 1.12r should i generate new map seed?
I love your pack
Everyday i visit this mod forum for check your pack's update
Quote from: hentiger on February 08, 2015, 07:30:04 AM
after update this pack 1.11r to 1.12r should i generate new map seed?
I love your pack
Everyday i visit this mod forum for check your pack's update
Very much appreciate it!
1.11r to 1.12r doesn't require a new map. IceSheet is an amazing mod that allows you to play in the ice biomes. It's a very fun challenge not being able to grow crops all year, not to mention the brutal cold.
Quote from: elStrages on February 01, 2015, 04:09:39 AM
Hey E I was looking at the download, I know you have given an order to the mods but have you thought about renaming them? as in put a number at the start e.g. '1.' '13.' etc that way people can quickly add them in game instead of trying to find them, this wouldn't actually effect the game in anyway and make the pack more user friendly
Darn! Just remembered this.
I will number the mods in their recommended order next update. I promise! :-X
UPDATE!
2.8.15 Epyk Pack 1.12s
- Pawn State Icons hotfix
Quoteok, i tried it, and i activated only few mods to see, now i'm waiting, but hope it doesn't take hours...
*edit: nothing to do, the game won't start with mods, and i don't know waht to do anymore
MAYBE i've found what made the game crash everytime... i'm activating mod per mod, and when ididn't activate aplhamuffalo everything worked!
So alpha muffalo is what causing your game to crash? That's strange.
Epyk, Was running your mod pack w/ ice sheet loaded (2nd to last to load) and Wastelander's "Prison Improvements" pack - have had very little issues. Startup seems fine - however Cybernetic Storm mod always throws an error over trying to spawn an ear or jaw somewhere on the map for some reason on startup (did this with only that mod - and reported to elStranges). When I loaded from save with all the packs in it kept looping something on error, which file do I need to get a hold of to post the error log. I closed the error log thing and game ran OK, but it was looping a weird error pretty quickly.
Quote from: Tasher on February 09, 2015, 09:06:51 AM
Epyk, Was running your mod pack w/ ice sheet loaded (2nd to last to load) and Wastelander's "Prison Improvements" pack - have had very little issues. Startup seems fine - however Cybernetic Storm mod always throws an error over trying to spawn an ear or jaw somewhere on the map for some reason on startup (did this with only that mod - and reported to elStranges). When I loaded from save with all the packs in it kept looping something on error, which file do I need to get a hold of to post the error log. I closed the error log thing and game ran OK, but it was looping a weird error pretty quickly.
I'm interested in this looping error, can you post an image?
Quote from: Epyk on February 09, 2015, 09:29:09 AM
Quote from: Tasher on February 09, 2015, 09:06:51 AM
Epyk, Was running your mod pack w/ ice sheet loaded (2nd to last to load) and Wastelander's "Prison Improvements" pack - have had very little issues. Startup seems fine - however Cybernetic Storm mod always throws an error over trying to spawn an ear or jaw somewhere on the map for some reason on startup (did this with only that mod - and reported to elStranges). When I loaded from save with all the packs in it kept looping something on error, which file do I need to get a hold of to post the error log. I closed the error log thing and game ran OK, but it was looping a weird error pretty quickly.
I'm interested in this looping error, can you post an image?
The screenshot doesn't do it justice - the numbers on the left side go by so fast they look like blurs.
[attachment deleted due to age]
Wouldn't fit both the screenshot and this, but here is the world, and save file, and the modsconfig file. Running your pack v1.11r + ice sheet 1.02 and prison enhancements mods - in that order.
[attachment deleted due to age]
Wiped saves, worlds and started fresh. Using 1.12s, and then the Prison Improvements pack as last mod. Seems to working better now. Loaded from save no issues. This is the world generation error log when I first landed. Haven't seen any other errors yet (except the crazy textures missing thing - easily fixed by reloading).
[attachment deleted due to age]
@tasher - i always get them errors i just ignore them, i dont even have the cybernetic mod activated.
Quote from: ManWithNoName on February 09, 2015, 03:08:18 PM
@tasher - i always get them errors i just ignore them, i dont even have the cybernetic mod activated.
Pretty much, all errors you'll find currently in the Epyk Pack can be ignored without ruining your game.
Otherwise I wouldn't allow the update.
Unfortunately, I can't number mods in the recommended mod as it makes some mods unable to load. :(
I cant download the mod, mediafire says that it was deleted.
Quote from: Zandor on February 10, 2015, 02:01:18 PM
I cant download the mod, mediafire says that it was deleted.
Try now. Just updated the Epyk Pack.
UPDATE!
2.10.15 Epyk Pack 1.14t
- Added Mining&Co.: Alert Speaker!
- Added Mining&Co.: Force field!
- Clutter update!
ya thank you.
Its more a update than a hot fix :D
<li>CyberRimTroopers</li>
if you are Linux user (Ubuntu) delete this line from ModsConfig.xml or game will freeze on black screen because some NullPointException. Later, game is still throwing some exceptions. Testing now.
I love your new updates. How about adding prison improvment mod for your pak?
I was played rimworld with your pak and that mod yesterday.
There were no crash between pak and mod (1.12 version)
Quote from: mrofa on February 10, 2015, 02:40:25 PM
Its more a update than a hot fix :D
Fixed for your pleasure! :D
is it possible to get EdB Scenarios to work with this mod?
Quote from: Zandor on February 11, 2015, 12:06:53 AM
is it possible to get EdB Scenarios to work with this mod?
Not sure. Have you tried downloading it to find out?
Is there any way in this mod pack to make hyperwave?
Quote from: Feniks on February 11, 2015, 09:14:46 AM
Is there any way in this mod pack to make hyperwave?
Unfortunately, no. :(
Quote from: Epyk on February 11, 2015, 10:48:40 AM
Quote from: Feniks on February 11, 2015, 09:14:46 AM
Is there any way in this mod pack to make hyperwave?
Unfortunately, no. :(
I thought you could make Hyperweave from the cyberneticsStorm Mod?
Quote from: Novellum on February 11, 2015, 12:38:03 PM
Quote from: Epyk on February 11, 2015, 10:48:40 AM
Quote from: Feniks on February 11, 2015, 09:14:46 AM
Is there any way in this mod pack to make hyperwave?
Unfortunately, no. :(
I thought you could make Hyperweave from the cyberneticsStorm Mod?
I'll have to check to make sure, would be embarrassing if that's a feature I didn't know about. :-[
Yes you can make hyperweave with this mod, its a yellow crafting bench, that uses devilstrand, and you can make syththread too with cloth.
Epyk I have tried to use it with this mod but it starts off fine but when you load a save game it black screens and messes up your game.
I saw in the edb thread that other people are having the same problem so I was hoping the two of you could work something out since you have some of the other mods from him/her/them
https://ludeon.com/forums/index.php?topic=9000.75
UPDATE!
2.12.15 Epyk Pack 1.18.t
- Added Darkness!
- Added Horrors!
- Added ShapedCharge!
- Added CaveWorld flora!
I have decided the Epyk Pack has reached a soft-cap for mods. No more mods will be added unless there's an extreme favor for a mod.
You may wonder why the Epyk Pack is chock-full of mods.
Every mod in the Epyk Pack is carefully chosen and prepared in such a way that each mod just works together smoothly.
I made the Epyk Pack in mind of a brand new game experience that is vastly different from the vanilla, a quick entrance into the modded RimWorld with a WOW.
Mods also come and go and the Epyk Pack's high number of mods ensure the long life of it's existence. This keeps the mod pack alive through every Rimworld update to come!
Be prepared for alpha 9 everything will be broken! EVERYTHING.
Quote from: elStrages on February 12, 2015, 04:57:38 AM
Be prepared for alpha 9 everything will be broken! EVERYTHING.
Yup. Epyk Pack will not get an alpha 9 release until at least 60% of the current mods are updated.
Which will indeed take time and if for any unfortunate reason most mods are unable to get an update, then the Epyk Pack will be re-built from the ground up with released Alpha 9 mods.
Cant wait but sad that its closed off. EdB Scenarios mod would have really made this mod more alive and I cant get it to work with this mod pack.
Quote from: Zandor on February 12, 2015, 06:43:29 AM
Cant wait but sad that its closed off. EdB Scenarios mod would have really made this mod more alive and I cant get it to work with this mod pack.
Unfortunately EdB Scenarios won't play nice with the Epyk Pack. >:(
Although a great mod, I'll leave EdB Scenarios out of the mod list.
Wow cool that you added both my mods to Epyk Pack. I feel honoured, especially since they are my first tries. :D
Keep an eye out for the horrors mod in your pack, the creator has a lot brewing under the couch and probably see a lot of changes coming from it.
I really enjoy Rimworld with your Mod-Pack! It adds so much to the game. I like every single mod but Cybernetics Storm which seems a little bit too over powered.
Unfortunately I have to report a bug:
In my version (1.12s) it is not possible to use gold as a material for crafting (melee weapons, sculptures). I can add the bill but it won't be completed. Every other material is fine.
Quote from: Morkon on February 12, 2015, 10:14:49 AM
I really enjoy Rimworld with your Mod-Pack! It adds so much to the game. I like every single mod but Cybernetics Storm which seems a little bit too over powered.
Unfortunately I have to report a bug:
In my version (1.12s) it is not possible to use gold as a material for crafting (melee weapons, sculptures). I can add the bill but it won't be completed. Every other material is fine.
Happy to hear you're enjoying the Epyk Pack!
Can you tell me what aspect of CyberneticsStorm is overpowered? I been meaning to adjust some of the things myself a bit, but I been lazy. :P User input is important and I'll do that next update with help with your feedback. Complex information isn't necessary, you can just say for example, "This gun/implant/turret does too much damage." or " This gun/implant/turret is too easy to make." should do the trick.
Also give elStrages some feedback on the CyberneticsStorm thread for balance, I'm sure he'd love the feedback!
Joining in with the people that cannot get this to work, it only ends in a white screen. Done it twice now on a clean Rimworld install(0.8.671 rev23427), and it works fine up until the point I replace ModsConfig. Without it Rimworld starts nicely. Clicking Mods in main menu results in another crash tho might not to work without the new ModsConfig file?
Fairly certain I've followed the instructions correctly, isn't exactly rocket-science, and since others are reporting it perhaps it would be a good idea for people to list hardware/OS to look for common denominators?
Quote from: Rudolph on February 12, 2015, 11:33:38 AM
Joining in with the people that cannot get this to work, it only ends in a white screen. Done it twice now on a clean Rimworld install(0.8.671 rev23427), and it works fine up until the point I replace ModsConfig. Without it Rimworld starts nicely. Clicking Mods in main menu results in another crash tho might not to work without the new ModsConfig file?
Fairly certain I've followed the instructions correctly, isn't exactly rocket-science, and since others are reporting it perhaps it would be a good idea for people to list hardware/OS to look for common denominators?
Send me a PM and I'll help you out with your problems.
You should add your official twitter link @EpykPack (https://twitter.com/EpykPack) to main post it will be much easier checking for updates etc for quite a few people.
Quote from: Feniks on February 12, 2015, 12:14:53 PM
You should add your official twitter link @EpykPack (https://twitter.com/EpykPack) to main post it will be much easier checking for updates etc for quite a few people.
Been meaning to do that for the past couple hours. Tasks that take no longer than a minute I hold them off thinking I'll do it at a later time while I do longer tasks. It's a curse.
EDIT: Done! Link to the Epyk Pack twitter is now on the main post!
Quote from: Epyk on February 12, 2015, 11:07:08 AM
Happy to hear you're enjoying the Epyk Pack!
Can you tell me what aspect of CyberneticsStorm is overpowered? I been meaning to adjust some of the things myself a bit, but I been lazy. :P User input is important and I'll do that next update with help with your feedback. Complex information isn't necessary, you can just say for example, "This gun/implant/turret does too much damage." or " This gun/implant/turret is too easy to make." should do the trick.
Also give elStrages some feedback on the CyberneticsStorm thread for balance, I'm sure he'd love the feedback!
CyberneticsStorm is fine in regards to bionics and thread production. The only thing I don't like are the armor pieces and some of the guns. Especially the assault rifle named Cyberstorm (or something like that) has "uber" stats. Same thing when I compare normal Power Armor (35% blunt/30% heat/65% sharp/-10% global workspeed/ -0.1c/s move speed) to Cybernetic Armor (70% blunt/60% heat/90% sharp/+15% global workspeed/no reduced move speed).
The stats seem cheated. And it's so easy to get the items.
Btw, my current favourite mod feature are the droids from Mechanical Defense 2. :)
con gratz on your second post mate eventually you will get to my level and above of posts
Quote from: Morkon on February 12, 2015, 12:53:33 PM
Quote from: Epyk on February 12, 2015, 11:07:08 AM
Happy to hear you're enjoying the Epyk Pack!
Can you tell me what aspect of CyberneticsStorm is overpowered? I been meaning to adjust some of the things myself a bit, but I been lazy. :P User input is important and I'll do that next update with help with your feedback. Complex information isn't necessary, you can just say for example, "This gun/implant/turret does too much damage." or " This gun/implant/turret is too easy to make." should do the trick.
Also give elStrages some feedback on the CyberneticsStorm thread for balance, I'm sure he'd love the feedback!
CyberneticsStorm is fine in regards to bionics and thread production. The only thing I don't like are the armor pieces and some of the guns. Especially the assault rifle named Cyberstorm (or something like that) has "uber" stats. Same thing when I compare normal Power Armor (35% blunt/30% heat/65% sharp/-10% global workspeed/ -0.1c/s move speed) to Cybernetic Armor (70% blunt/60% heat/90% sharp/+15% global workspeed/no reduced move speed).
The stats seem cheated. And it's so easy to get the items.
Btw, my current favourite mod feature are the droids from Mechanical Defense 2. :)
Thanks for the feedback! Will definetley tone down to guns and armors come next update!
I think I'll focus on balancing the mods in accordance with each other for most of the upcoming updates as well.
The idea behind cybernetic armour is just that. It is a complete cybernetic object that gives you ultimate control. It's an end game piece of armour that gives the wearer great power. It will increase muscle output speed manipulation. It will give great defence as it processes thousands of processes a second. Same with the weapons. They are end game things which are given to the player. They may get down graded a little but not to the point of anywhere near power armour.
Quote from: elStrages on February 12, 2015, 03:34:33 PM
The idea behind cybernetic armour is just that. It is a complete cybernetic object that gives you ultimate control. It's an end game piece of armour that gives the wearer great power. It will increase muscle output speed manipulation. It will give great defence as it processes thousands of processes a second. Same with the weapons. They are end game things which are given to the player. They may get down graded a little but not to the point of anywhere near power armour.
I haven't taken a look at them, but I'll keep the armors and weapons almost untouched. Just need to balance them to accordance to other mods for example, Apparello may have a weaker armor that is harder to get than than the Cybernetic armor.
Quote from: Epyk on February 12, 2015, 03:39:41 PM
Quote from: elStrages on February 12, 2015, 03:34:33 PM
The idea behind cybernetic armour is just that. It is a complete cybernetic object that gives you ultimate control. It's an end game piece of armour that gives the wearer great power. It will increase muscle output speed manipulation. It will give great defence as it processes thousands of processes a second. Same with the weapons. They are end game things which are given to the player. They may get down graded a little but not to the point of anywhere near power armour.
I haven't taken a look at them, but I'll keep the armors and weapons almost untouched. Just need to balance them to accordance to other mods for example, Apparello may have a weaker armor that is harder to get than than the Cybernetic armor.
maybe but to get cyber armour you have to do like 5/6 research projects t 500,1000,1500,2000,2500 then build the production table and run it, very high costs and you need a vast mount of late game resources to build them. not sure how I can make it any harder to get.
Quote from: elStrages on February 12, 2015, 04:09:40 PM
Quote from: Epyk on February 12, 2015, 03:39:41 PM
Quote from: elStrages on February 12, 2015, 03:34:33 PM
The idea behind cybernetic armour is just that. It is a complete cybernetic object that gives you ultimate control. It's an end game piece of armour that gives the wearer great power. It will increase muscle output speed manipulation. It will give great defence as it processes thousands of processes a second. Same with the weapons. They are end game things which are given to the player. They may get down graded a little but not to the point of anywhere near power armour.
I haven't taken a look at them, but I'll keep the armors and weapons almost untouched. Just need to balance them to accordance to other mods for example, Apparello may have a weaker armor that is harder to get than than the Cybernetic armor.
maybe but to get cyber armour you have to do like 5/6 research projects t 500,1000,1500,2000,2500 then build the production table and run it, very high costs and you need a vast mount of late game resources to build them. not sure how I can make it any harder to get.
Yea, if that's the case then things will be left untouched.
Still haven't started anything regarding balance, doing some work ATM. Will most likely start tomorrow.
Thanks for the heads up! Your weapons and armor will definitely be the end game however, users will soon realize their current stats are needed when they are getting raided by 80+ pirates. :P
Even if you aren't building them yourselves and just taking them off either traders or enemies, the only enemies that wear them seem to be the cybernetic guys, and if you can kill them and withstand their raids then you probably deserve the armor. And if you can buy enough off traders, you are obviously making some serious money.
dunno what it is - but my game lags much much earlier to unplayable levels using this. :(
only up to like 35 colonists - usually it only gets this bad around like 70 colonists
Killaim it's to be expected. Mods are not super optimized and never will be it's the same in Minecraft any FTB pack lags faster than vanilla game.
As to modpack my feedback is that omni gel is supper powerful and could do with tuning down by increasing a time for this thing to grow or reducing resource produced by it. In my game using mines is almost pointless because omni gel is faster and producing resources at almost no extra cots. I would limit it to growing in hydrophonics only as well otherwise you can start planinting it relatively quickly.
Quote from: Feniks on February 13, 2015, 02:36:35 AM
Killaim it's to be expected. Mods are not super optimized and never will be it's the same in Minecraft any FTB pack lags faster than vanilla game.
As to modpack my feedback is that omni gel is supper powerful and could do with tuning down by increasing a time for this thing to grow or reducing resource produced by it. In my game using mines is almost pointless because omni gel is faster and producing resources at almost no extra cots. I would limit it to growing in hydrophonics only as well otherwise you can start planinting it relatively quickly.
Noted. I'll find a way to balance omni gel come next update.
For some unknown reason I started getting a black screen and cant launch the game...
Tried reapplying the config and even removing the game compleatly from my computer (yes AppDate folder too) and redoing everything..
Quote from: mangaluli on February 13, 2015, 07:48:26 AM
For some unknown reason I started getting a black screen and cant launch the game...
Tried reapplying the config and even removing the game compleatly from my computer (yes AppDate folder too) and redoing everything..
Make sure your computer's drivers, directX, and Microsoft visuals are up to date.
If you've done this and still black screen, I'd start removing mods you may not enjoy/need.
I dont belive its my drivers, as I said, I did play with this mod pack it started doing this now.
Didnt do any changes to the game or the mods.
(Well except now when I reinstalled the game and the mods again)
" Fallback handler could not load library D:/Games/RimWorld671Win/RimWorld671Win_Data/Mono/data-0CDA78F8.dll "
I get this in my output_log
I do not have the file in the Mono folder.
also congratzs on your second post
Thanks
Quote from: Novellum on February 12, 2015, 04:51:45 PM
Even if you aren't building them yourselves and just taking them off either traders or enemies, the only enemies that wear them seem to be the cybernetic guys, and if you can kill them and withstand their raids then you probably deserve the armor. And if you can buy enough off traders, you are obviously making some serious money.
Or, you have the situation I got them from the cryocaskets with the multiple beetle things. Opened the caskets and ran like mad, let them sort it out inside, I had my guys kill the 2-3 beetles left, and captured the 1 remaining guy, and got a full set of armor / helmet / grieves and weapon on day 1 of world.
Quote from: mangaluli on February 13, 2015, 08:20:27 AM
I dont belive its my drivers, as I said, I did play with this mod pack it started doing this now.
Didnt do any changes to the game or the mods.
(Well except now when I reinstalled the game and the mods again)
" Fallback handler could not load library D:/Games/RimWorld671Win/RimWorld671Win_Data/Mono/data-0CDA78F8.dll "
I get this in my output_log
I do not have the file in the Mono folder.
Also crashes when I get a clean ModsConfig and try clicking on "Mods" ingame
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D4E52C0.dll
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D502598.dll
Initialized the EdB Mod Order mod
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D50A5A0.dll
Initialized the EdBInterface mod
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D5399B0.dll
Initialized the EdB Prepare Carefully mod
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0C8F0B20.dll
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D56DFC0.dll
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D5713C8.dll
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D576B20.dll
Fallback handler could not load library C:/Users/Rudolph/Desktop/RimWorld671Win/RimWorld671Win_Data/Mono/data-0D57BF80.dll
Initialized the Pawn State Icons mod
Removed the (harmless) entries. The above is after 20-30 minutes of attempted loading with full mod pack. They are also present on successful loading with a cut down mod list, but not nearly as frequent. Mono AFAIK is the interface between game and OS, so guessing these errors are significant. Doubt it has to do with the mod itself, but provoking some bugs currently present in RimWorld. Probably useful if you submitted this to the devs and asked for their opinion on it Epyk.
Well well - My first post and I signed up just to say this;
Do you, perchance, have Hamachi installed? Those errors look like the same ones that KSP gets. It would seem to be a unity issue- not sure if its the same here but it looks the same.
If that IS the case - Odds are the hamachi service has crashed. The simple way to fix it is to go into the RUN prompt, Run Services.msc, find 'LogMeIn' and restart the hamachi service.
Dont think this game even likes Hamachi, seems to cause a lot of problems.
To be perfectly honest - although hamachi is a wonderful tool for quickly setting up VLAN matches on older games, it tends to break EVERYTHING. I had the same issue as Rudolph and restarting hamachi fixed it for me.
Quote from: DrWhite on February 13, 2015, 04:06:23 PM
Well well - My first post and I signed up just to say this;
Do you, perchance, have Hamachi installed? Those errors look like the same ones that KSP gets. It would seem to be a unity issue- not sure if its the same here but it looks the same.
If that IS the case - Odds are the hamachi service has crashed. The simple way to fix it is to go into the RUN prompt, Run Services.msc, find 'LogMeIn' and restart the hamachi service.
Hamachi service was disabled for this exact reason, causing problems with other applications(KSP being one). That seems to however not be enough with RimWorld, ended up uninstalling Hamachi and the game fired up nicely with no delay.
Thank you so much for posting this, been testing out a multitude of different things and had given up at this point.
Epyk: Probably worth adding this to instructions in first post as a warning.
Quote from: Rudolph on February 13, 2015, 07:12:09 PM
Quote from: DrWhite on February 13, 2015, 04:06:23 PM
Well well - My first post and I signed up just to say this;
Do you, perchance, have Hamachi installed? Those errors look like the same ones that KSP gets. It would seem to be a unity issue- not sure if its the same here but it looks the same.
If that IS the case - Odds are the hamachi service has crashed. The simple way to fix it is to go into the RUN prompt, Run Services.msc, find 'LogMeIn' and restart the hamachi service.
Hamachi service was disabled for this exact reason, causing problems with other applications(KSP being one). That seems to however not be enough with RimWorld, ended up uninstalling Hamachi and the game fired up nicely with no delay.
Thank you so much for posting this, been testing out a multitude of different things and had given up at this point.
Epyk: Probably worth adding this to instructions in first post as a warning.
Interesting. Glad this problem has finally been solved, I'll go ahead and post this in known issues.
Its a known issue for rimworld not just this pack.
Hello,
I've been using this mod pack for a while now and I appreciate the work of all the modders out there and also epyk, thank you.
I'd like to report on a bug I have noticed. I'm not sure if it has already been mentioned.
With MD2 specifically, the storage iii. I have noticed that when I store medicine into it, once I reach a certain number (5 I believe) of stored medicine, it immediately jumps to max on the dispense side of the storage iii (75). It could possibly be doing it with other items as well but I haven't been thorough with testing.
I'm also unsure if it happens with just crafted medicine (apothecary mod) or bought medicine from traders as well.
What happened was, I was fitting one of my pawns with cybernetic enhancements and my storage iii is a few steps away. I had the game zoomed right in so I could keep watch of the process, the storage iii had 3 medicine stored that was visible. 2 of my droids (logistics) delivered 2 medicine, 1 each to the storage iii and instantly, the number of the medicine on top of the storage jumped to 75.
Currently using epyk v1.18t.
Again, loving the modders and this pack. Peace.
Quote from: icew0lfnz on February 14, 2015, 12:25:40 AM
Hello,
I've been using this mod pack for a while now and I appreciate the work of all the modders out there and also epyk, thank you.
I'd like to report on a bug I have noticed. I'm not sure if it has already been mentioned.
With MD2 specifically, the storage iii. I have noticed that when I store medicine into it, once I reach a certain number (5 I believe) of stored medicine, it immediately jumps to max on the dispense side of the storage iii (75). It could possibly be doing it with other items as well but I haven't been thorough with testing.
I'm also unsure if it happens with just crafted medicine (apothecary mod) or bought medicine from traders as well.
What happened was, I was fitting one of my pawns with cybernetic enhancements and my storage iii is a few steps away. I had the game zoomed right in so I could keep watch of the process, the storage iii had 3 medicine stored that was visible. 2 of my droids (logistics) delivered 2 medicine, 1 each to the storage iii and instantly, the number of the medicine on top of the storage jumped to 75.
Currently using epyk v1.18t.
Again, loving the modders and this pack. Peace.
I'll look into this.
WOW Disabling hamachi actually worked...
Hello there. Awesome modpack you've made there. Looking forward to try it on, but facing with some kind of an issue: When I'm installing this pack and launch my RimWorld again to create new world and stuff, it's just simply showing me black screen. No "no responding process", no lagging, just clearly black screen. Have no hamachi installed.
What could've I do wrong with it?
Thanks.
did you put the mod config file in c:user:your name:appdata:locallow:ludonstudios:rimworld:config at least thats where it should be
also congratzs on first post
Quote from: popster99 on February 14, 2015, 05:28:39 AM
did you put the mod config file in c:user:your name:appdata:locallow:ludonstudios:rimworld:config at least thats where it should be
Exactly so.
Quote from: popster99 on February 14, 2015, 05:28:39 AM
also congratzs on first post
Cheers.
Hey Epyk, I just wanted to say that ModPacks are the only reason I even bother testing mods with Alpha Updates (since its very tedius to go through each and every updated mod and apply them and then find a load order that works and then finally play after like 3 hours of fiddling or sometimes days) so KEEP UP THE GOOD WORK! And I don't know if you had any nay sayers in this thread but aslong as you provide proper credits (as you already did just by adding "by <author>" I don't see a problem with it at all! .. otherwise people like me wont bother. 10/10.
Quote from: Lennox on February 14, 2015, 05:21:14 AM
Hello there. Awesome modpack you've made there. Looking forward to try it on, but facing with some kind of an issue: When I'm installing this pack and launch my RimWorld again to create new world and stuff, it's just simply showing me black screen. No "no responding process", no lagging, just clearly black screen. Have no hamachi installed.
What could've I do wrong with it?
Thanks.
Check to make sure you didn't accidentally the "Core" folder in the "Mods" folder.
Quote from: Furmindrule3 on February 14, 2015, 10:24:57 AM
Hey Epyk, I just wanted to say that ModPacks are the only reason I even bother testing mods with Alpha Updates (since its very tedius to go through each and every updated mod and apply them and then find a load order that works and then finally play after like 3 hours of fiddling or sometimes days) so KEEP UP THE GOOD WORK! And I don't know if you had any nay sayers in this thread but aslong as you provide proper credits (as you already did just by adding "by <author>" I don't see a problem with it at all! .. otherwise people like me wont bother. 10/10.
Thanks for the kind words!
Proper credit is something I make sure I don't miss a step on!
for me it still doesn't work, i placed the modconfig.xml file in the right folder but when i start the game it doesn't respond and crashes if i click anywhere... heeelp
Quote from: Catjaco on February 14, 2015, 11:53:13 AM
for me it still doesn't work, i placed the modconfig.xml file in the right folder but when i start the game it doesn't respond and crashes if i click anywhere... heeelp
When starting up RimWorld, give it a minute or more to load without clicking or giving your computer a command. PM me if you have any further issues and I'll help you.
Quote from: Epyk on February 14, 2015, 11:59:56 AM
Quote from: Catjaco on February 14, 2015, 11:53:13 AM
for me it still doesn't work, i placed the modconfig.xml file in the right folder but when i start the game it doesn't respond and crashes if i click anywhere... heeelp
When starting up RimWorld, give it a minute or more to load without clicking or giving your computer a command. PM me if you have any further issues and I'll help you.
i gave the game half an hour to start, so i think it is another problem
UPDATE!
2.14.15 Epyk Pack 1.18v
- Increased time for Omni Gel to grow
- Increased power, reduced production rate, and increased recipe requirement of Ore extractor
- Increased power, reduced production rate, and increased recipe requirement of Fissure generator
- Chunks can now be produced from Ore Extractor
Quote from: Epyk on February 14, 2015, 10:54:16 AM
Check to make sure you didn't accidentally the "Core" folder in the "Mods" folder.
It's in. If I redo all the ModsConfig thing, everything works smoothly (however, without modpack), so I don't think it's the reason here.
Hey everyone
so i wanna say i love the modpack. Found this beauty when miniami went dark for a while but i wanted to ask something. Has anyone else feel like traders of all sorts just stop coming after playing over long periods of time? I mean when i start playing for the first half hour or so they come but after like an hour everyone goes dark. No traders, visitors or anything. I've even switched to base builder to see if it fixes the problem but that works only half the time. Ive been using the recommended Modlist and ive updated.
I dont know, maybe im crazy. i've even used the debug option to force traders and they've come up with no problem. I just wanted to know if anyone else has the same problem.
Ive been having this problem in a personal modpack....Im wondering if its an issue in the base game when a certain number of colonists are hit, mine seems to do it around 11. There was an old bug for this that I thought was fixed, perhaps its resurfaced.
So I decided to finally use this modpack today. Before I was using a mixture of mods which amounted to being about the same thing anyway minus using a few that aren't in it and not using a few that are. Anyway.. the game is running fine, but it is REALLYYYYY dark for some reason. At night, is this a mod or something? Like I built a room just a minute ago, and haven't put a light in there yet. And it's night right now and the room is literally pitch black. Can't see in it at all.
Edit: wow nevermind I'm dumb... 12th mod down in the list... haha. Ok knowing that it is indeed intentional I'll give it a go before I decide to disable it lol.. it is kind of neat, just wanted to make sure it wasn't an issue.
darkness mod, was added recently.
the first time i install everything works great but after i exit out and try to play again, the game just stays frozen and never starts. any helo would be greatly appreciated
Quote from: art281996 on February 15, 2015, 02:34:29 PM
the first time i install everything works great but after i exit out and try to play again, the game just stays frozen and never starts. any helo would be greatly appreciated
PM me and I'll help you out.
"Skullywags Weapons, Tools and Trinkets - By skullywag
ShapedCharge - A device that will remove roofs!"
...link to this mod's page is broken in op
Quote from: shhfiftyfive on February 15, 2015, 06:32:40 PM
"Skullywags Weapons, Tools and Trinkets - By skullywag
ShapedCharge - A device that will remove roofs!"
...link to this mod's page is broken in op
Thank you!
Its been fixed.
I recently updated this mod ... before I did I had carrots, lettuce and tomatos in the game and also many types of coloured beds ... now they seem to have disappeared from my game entirely
was something removed from the pack cos this is the only mod I use so I dont understand why those things are no longer in my game ?
Thats Ts crops. (Telkirs mod)
last i checked telkirs mod's download was broken it gave you a version that didn't work for any of his stuff
Quote from: Epyk on February 10, 2015, 01:07:14 PM
Quote from: ManWithNoName on February 09, 2015, 03:08:18 PM
@tasher - i always get them errors i just ignore them, i dont even have the cybernetic mod activated.
Pretty much, all errors you'll find currently in the Epyk Pack can be ignored without ruining your game.
Otherwise I wouldn't allow the update.
Re-started a new game, and running. Have hit year 1 and this looping error on re-load of savegame is really hitting performance and using up memory. I'm not sure the back-end coding, but the output_log.txt file was in excess of 1.06GB in size. I wiped the file, and re-started the load and after about 20 mins the output_log file is now nearing almost 100kb in size again. It's extremely laggy b/c all it's doing is throwing and writing the error log out.
Most of the errors are:
Custom GrowingNow()
(Filename: C:/BuildAgent/work/d63dfc635190b60/artifacts/StandalonePlayerGenerated/UnityEnginerDebug.cpp Line: 49)
Edit: Just ran a search on the mods folder, and it seems the only one that comes up w/ a result for "GrowingNow()" is the plant.cs for Ehanced_Defence/Plants24H
I use that mod but in my own pack without error, i would guess its conflicting with some other mod that adds plants.
edit - just checked cant see any issues between 24h plants and the other mods that have plants, if someone can upload a log of the issue ill have a proper look.
Quote from: Tasher on February 16, 2015, 03:08:21 PM
Quote from: Epyk on February 10, 2015, 01:07:14 PM
Quote from: ManWithNoName on February 09, 2015, 03:08:18 PM
@tasher - i always get them errors i just ignore them, i dont even have the cybernetic mod activated.
Pretty much, all errors you'll find currently in the Epyk Pack can be ignored without ruining your game.
Otherwise I wouldn't allow the update.
Re-started a new game, and running. Have hit year 1 and this looping error on re-load of savegame is really hitting performance and using up memory. I'm not sure the back-end coding, but the output_log.txt file was in excess of 1.06GB in size. I wiped the file, and re-started the load and after about 20 mins the output_log file is now nearing almost 100kb in size again. It's extremely laggy b/c all it's doing is throwing and writing the error log out.
Most of the errors are:
Custom GrowingNow()
(Filename: C:/BuildAgent/work/d63dfc635190b60/artifacts/StandalonePlayerGenerated/UnityEnginerDebug.cpp Line: 49)
Edit: Just ran a search on the mods folder, and it seems the only one that comes up w/ a result for "GrowingNow()" is the plant.cs for Ehanced_Defence/Plants24H
It has been an issue since the early days of the Epyk Pack.
ED Plants24H will be removed next update. It's a nifty mod, but does cause issues listed above.
Actually the only thing that uses the new plant class that has that code are the core plants, no other mods will use it....weird how i dont get the same errors.
Quote from: skullywag on February 16, 2015, 04:21:19 PM
Actually the only thing that uses the new plant class that has that code are the core plants, no other mods will use it....weird how i dont get the same errors.
I've encountered the error only a small amount of times but never thought anything of it.
Gotten an increased amount of reports on it. As of now, the error shows itself under certain a condition that I can not replicate. When it does, the error appears every tick and creates huge files and lags the game severely.
I'll see what I can do or find out while it's removed from the Epyk Pack.
Yep that mod is just reporting it constantly to the log but i cant see a log.error in the code (I tried with just that mod on and it still does it).....let me check my version a sec.
Confirmed my version does not do it, you have an old version of the mod, you need to update.
Quote from: skullywag on February 16, 2015, 04:50:26 PM
Confirmed my version does not do it, you have an old version of the mod, you need to update.
Looks like a number of his mods got updated several days ago.
I'm slipping... :-[
Just updated,
next update will update the ED mods.Edit: I'll bring ED Plants24H in Alpha 9
UPDATE!
2.16.15 Epyk Pack 1.18y
- Increased time for Caveworld Flora plants to grow
- Increased market value of CyberneticsStorm weapons
- Slighty reduced health of Horrors
- Removed ED Plants24h
Manually removed the 24H plants mod, and after about 20 min the error cleared up. Will update to the new "y" version and see how it helps as well.
Edit: Have the 'Prison Improvements' mod running as last slot on modconfig as well - no issues that I've found. Love it to be able to have a prison zone w/ a food dispenser and tables and wooden jail doors - have that area all zoned as prisoner area and keeps the maintenance down on my colonists.
Sorry you are having these issues with the Plants mod. :(
It should be fixed in the most recent versions of my mod and I will make certain that it wont be happening in the Alpha9 version.
i have prison improvments and the 24h plants mod and i don't get problems at all
I'm running 1.18y on Linux and getting tons of errors in the log along the lines of this:
Could not resolve cross-reference: No Verse.ThingDef named Stormtroopler found to give to Verse.PawnKindDef Rebel
With different pawn types listed in addition to just "Rebel".
Additionally, when trying to start a colony, the screen goes super corrupt (as shown in the attached screenshot), and never loads into the map. The pawn icons on the top eventually load, but do nothing as far as I can tell.
When I remove the CyberRimTroopers mod, everything seems to work fine.
I suspect that the missing types are a file name miscapitalization, which would work on Windows but not Linux. I don't know enough about modding RimWorld to be sure though.
As for the graphics corruption, I have no idea what the cause of that is, but it's fixed by removing the CyberRimTroopers mod too, so if I had to guess, I'd say that the mod is probably making incorrect assumptions about the operating environment that it's in.
Interestingly, on pack version 1.11r, the graphics corruption would still occur, but I could actually load into the map and play. It looked horrible, but is different than the semi-hanging on 1.18y, so I figured I'd mention it.
If there's any logs I can attach or tests I can run to help find/fix the issue, just let me know.
[attachment deleted due to age]
Stormtroopler?
yes thats their name skullywag the mechiniod
With an L? Check the defs to see if it matches.
Yeah, everything pretty much seems to say "troopler" with an "l".
I'm assuming it's intentional, as I doubt that I somehow managed to get corrupted downloads of two different versions of the pack in a row that both corrupted the same exact thing.
Dammit, this modpack has ruined vanilla for me. I tried playing the new alpha but without a bunch of mods it feels empty.
Quote from: slicedtoad on February 18, 2015, 06:45:27 PM
Dammit, this modpack has ruined vanilla for me. I tried playing the new alpha but without a bunch of mods it feels empty.
Fear not!
Epyk Pack will be getting an Alpha 9 release.
All the wonderful mods will be back and they're bringing beer!
Theres not too many awkward changes to be honest, I dont think thisll be as hard as some of the updates we've had in the past. Im all done with updating all my mods bar a couple of minor issues and I started about 3 hours ago.
My mod is ready to go in ;)
Quote from: elStrages on February 18, 2015, 07:12:59 PM
My mod is ready to go in ;)
Awesome :D I saw this mod pack after I DLed yours and now Im sad cause the update has screwed my plans to play with them GRRR. Lol I look forward to the updated pack. Also Stranges is the cartel mod you made compatible with this mod? That would be awesome.
EDIT: P.S. Stranges any way you could mod in a replacement spine? I have had spinal damage in my games before and its a huge inconvenience.
Quote from: Epyk on February 18, 2015, 06:53:46 PM
Quote from: slicedtoad on February 18, 2015, 06:45:27 PM
Dammit, this modpack has ruined vanilla for me. I tried playing the new alpha but without a bunch of mods it feels empty.
wonderful. i enjoy playing the base game for awhile but having all these mods is just too much fun. It's really nice when they're all in a pack ready to go. Thank you so much for your had work, as well as the work that the modders have done already
Fear not!
Epyk Pack will be getting an Alpha 9 release.
All the wonderful mods will be back and they're bringing beer!
Yes, Alpha 9, update this mod pack because I won't be playing without it :D
Damn.. hurry up with update for Alpha 9... can't stand vanilla anymore! :D
Epyk Pack will get a Alpha 9 release when at least 60% of the current mods are updated.
I'm itching for a release too! I'm no hurry though, the fine modders will update when they're ready.
:( 60% seems so arbitrary. a lot of the smaller mods are already updated.
if it were me, i'd release a new pack as soon as the edb mods get updated.
Quote from: shhfiftyfive on February 19, 2015, 03:39:13 PM
:( 60% seems so arbitrary. a lot of the smaller mods are already updated.
if it were me, i'd release a new pack as soon as the edb mods get updated.
I don't want to make multiple updates throughout the day when an update is released.
Hm... will be waiting with baited breath until you decide to update for 9.772.
That is... sticking to 8.671 until then.
Quote from: Seigghart on February 19, 2015, 06:55:36 PM
Hm... will be waiting with baited breath until you decide to update for 9.772.
That is... sticking to 8.671 until then.
I'd update now, but Epyk Pack alpha 9 would be pretty crumby. :'(
I'm having an issue, not sure what causes but im unable to build some things that use variable material, such as slate blocks, granite blocks, even cement from the cement mixer.
My last game I was unable to finish building a Mine because they would not use the cement. When I right click on it to force them to work on it it says I dont have any materials, yet I clearly do.
I started a new game and got the A8 1.18 pack as well in hopes the issue would be gone, but now I cant make a crematorium.
I want to clear out obvious things like: colonists set as constructor and other colonists not calling dibs on the mats. Iv ran several tests to try and see whats wrong. If I order a wall be made of the same mats they can build it, so I know the mats are accessible.
Any ideas on what the problem is? Am I the only one having this problem?
Quote from: XelNigma on February 20, 2015, 07:19:06 AM
I'm having an issue, not sure what causes but im unable to build some things that use variable material, such as slate blocks, granite blocks, even cement from the cement mixer.
My last game I was unable to finish building a Mine because they would not use the cement. When I right click on it to force them to work on it it says I dont have any materials, yet I clearly do.
I started a new game and got the A8 1.18 pack as well in hopes the issue would be gone, but now I cant make a crematorium.
I want to clear out obvious things like: colonists set as constructor and other colonists not calling dibs on the mats. Iv ran several tests to try and see whats wrong. If I order a wall be made of the same mats they can build it, so I know the mats are accessible.
Any ideas on what the problem is? Am I the only one having this problem?
Are you sure you have chosen the right material for the crematorium, because you can chose of witch material it is build
I am glad you not updating straight away. For first 2 weeks alpha 9 will have probably few hot fixes that will result in mods having few hot fixes and no one wants to start with a modpack just to find out they have to restart a world after a week to be able to play with updated mods. 60% is good number of mods to wait for. Especially when we look into big mods like Cybernetic Storm or Mechanical defenses etc.
Quote from: Hugo on February 20, 2015, 08:30:12 AM
Are you sure you have chosen the right material for the crematorium, because you can chose of witch material it is build
Yes, I have made sure Iv picked the material I want to use. I have tried making both a slate and granite crematorium, the two native stone types, and the out come is the same on both. They will bring the 40 metal but not the stone. Trying to force them to work on it it simply tells me I have no materials for it.
One thing I did notice, I dont get the message on the right that tells me all the things that are missing materials. If I order a bunch of walls to be made and I run out of blocks I will get the message that tells me the walls and the crematorium are missing mats. But if I cancel the walls and get the mats the message goes away. So it seem the game knows I have the mats for the building, but some reason wont let me use them.
i hope your new a9 pack has some mod/feature that can get rid of the new cheating enemy mortar teams. they are getting infinite drop pods of shells and food. so... they never attack your base... i am shocked at this, since i thought tynan was trying to get us to stop hiding in mountains (he removed fertilizer pump). but this new mortar team is game-breaking imo.
i'm sure the pack will give us alternative ways to buy/craft mortar shells to combat this, but it is very problematic that the vanilla game is in this situation right now. in vanilla i bought all the shells available (instead of meds) and it still wasn't enough. i was so poor because normal clothes don't sell for much any more. the economy is very difficult early game.
use the infinitive mortars to your advantage. Wait for them to go to sleep have your team of haulers go in and haul all the shelves repeat for ever:)
I agree however that vanilla give you no one single reason to stay out in the open. Sides can destroy your expansive base, drop on top of you even can be the end of colony and killbox is a must in mid/late game with raids exceeding 100 people.
to make things worse, it seems cassandra difficulty has been increased to a ridiculous level.
instead of about 1 raid per month, i am experiencing 1-3 raids per month.
as soon as i leave my base to attack one of these mortar teams on their own turf (or if i am just going out there to steal their shells as you suggested), i am almost ALWAYS immediately attacked by another faction while i am out there, only a few days after the initial group showed up. it is completely insane.
it's like the game checks to see if your pawns are in your home zone, and if not then it sends a new enemy wave at you. i've had 3 games now that ended with 3 sets of enemies showing up one after another, each as soon as i engage the initial, all within the same month. this never happened in cassandra in alpha 8, not once. but it happens every game now in alpha 9.
Quote from: Feniks on February 20, 2015, 11:37:57 PM
I agree however that vanilla give you no one single reason to stay out in the open. Sides can destroy your expansive base, drop on top of you even can be the end of colony and killbox is a must in mid/late game with raids exceeding 100 people.
I just hope for a day when raids aren't the 'challenge' of the game. There need to be things besides ever increasing amounts of hostile mobs trying to kill you. It ruins immersion, and ends up almost forcing me to build totally unnatural and ugly colonies.
Cheers,
Michael
I feel the same way. having a small faction of tribals raiding me with a 100+ people every month is not great hopefully over time we will see more things. There is few mods adding more beasts to the game so hopefully Tynan will borow some of those.
Download links are fixed. They were broken.
Epyk Pack mods are slowly being updated.
Until then, try out the Epokalypse (https://ludeon.com/forums/index.php?topic=10596.0)!
Epyk, can I install the mod pack and substitute the config file as you instructed and then turn off some mods or will that cause problems playing the game? I really dislike the darkness and horrors.
Quote from: Mmogog on February 21, 2015, 10:33:54 PM
Epyk, can I install the mod pack and substitute the config file as you instructed and then turn off some mods or will that cause problems playing the game? I really dislike the darkness and horrors.
Of course! Doesn't bother me.
Turn off any mods you'd like, it's not like I can stop you. :P
Just wanted to let people know as of this moment 22/02/2015(Europe time) 15:19 (Belgium timezone) the following mods from the epyk pack have NOT upgraded to Alpha 9(this means all the others HAVE):
- Apparello
- Autohauler/alphatweaks
- Better beacons(shouldn't be needed anymore anyways)
- Caveworld flora
- Central heating
- Clutter mod
- Enhanced defence
(I have no idea because the following don't have links but i assume they're part of enhanced defence?) could someone elaborate if these are up to date?)
ED DeepStrike - Transport colonists and/or supplies anywhere with a drop pod! (up to date???)
ED Embrasures - Murder your enemies through the openings in a wall!(up to date???)
ED LaserDrill - Need a geyser? Make your own with the laser drill!(up to date???)
ED OmniGel - Create raw resources with this new plant! (up to date???)
ED PersonalShields - Give your colonist their own shields and lead them to victory!(up to date???)
ED Plants24h - Plants grow around the clock!(up to date???)
ED Shields - Create force fields to protect your colony!(up to date???)
ED WirelessPower - Get yourself on the grid without any conduits!(up to date???)
- Icesheet
- Industrialisation
- Mechanical defence 2
- Mining&Co: Alert speaker
- Mining&Co: Force field
- Mining&Co: Mobile sonar mineral marker
- Modular hydroponics
- Faction: norbal vikings
- Project armory
- Quality labels
- Rimtroopers faction
- Roof support
- Shaped charge(no link? Don't know if updated?)
- Stargate, jaffa kree
- thingamajigs
- turret collection
If anyone is interested feel free to just copy my list and adjust/remove the ones that have been updated, it's a nice and easy way to see how close the epyk mod pack is to being completely updated
Any chance veinminer could be added? for those pesky ore blocks that you sometimes dont tag/thought you have just to find out you havent? :)
Pretty sure you can just really easily add it in and imo it's too OP, there's already a sonar system in place to detect ores
Quote from: nielscorn on February 22, 2015, 10:19:11 AM
Pretty sure you can just really easily add it in and imo it's too OP, there's already a sonar system in place to detect ores
You got this turned around. Vein miner is just a convenience to save some clicks. The sonar lets you cheat by seeing all ores in a mountain. I don't use the sonar due to this but the vein miner would be a great addition to the pack.
Thanks for clarifying that one ;D! Still a bit new and thought it worked differently!
I'm waiting on a couple major mods before an update.
Gotta say that I am eagerly awaiting the updating of the remaining mods.
I eagerly wait the updates XD (now I know what I'm doing :) )
Quote from: Epyk on February 21, 2015, 10:46:34 PM
Quote from: Mmogog on February 21, 2015, 10:33:54 PM
Epyk, can I install the mod pack and substitute the config file as you instructed and then turn off some mods or will that cause problems playing the game? I really dislike the darkness and horrors.
Of course! Doesn't bother me.
Turn off any mods you'd like, it's not like I can stop you. :P
I mean does it disturb the gameplay? Last time I tried turning a few off I could no longer trade or talk to factions (tried rebuilding the comms console and the beacon in different places and it still did not work.) I am not sure if it was mod-related but I was wondering if that stuff could happen if I use the config file but do not load all the mods.
I would recommend starting new if you change add/remove any mods. Thats true with any game. The outcome if you add/remove mid game is unpredictable.
Quote from: Mmogog on February 23, 2015, 04:41:07 AM
Quote from: Epyk on February 21, 2015, 10:46:34 PM
Quote from: Mmogog on February 21, 2015, 10:33:54 PM
Epyk, can I install the mod pack and substitute the config file as you instructed and then turn off some mods or will that cause problems playing the game? I really dislike the darkness and horrors.
Of course! Doesn't bother me.
Turn off any mods you'd like, it's not like I can stop you. :P
I mean does it disturb the gameplay? Last time I tried turning a few off I could no longer trade or talk to factions (tried rebuilding the comms console and the beacon in different places and it still did not work.) I am not sure if it was mod-related but I was wondering if that stuff could happen if I use the config file but do not load all the mods.
when you disable a mod you have to be sure to completely reboot the game before trying to play with those changes. else bugs happen. even if you create a new world. you gotta reboot the game if turning things off.
Quote from: Mmogog on February 23, 2015, 04:41:07 AM
Quote from: Epyk on February 21, 2015, 10:46:34 PM
Quote from: Mmogog on February 21, 2015, 10:33:54 PM
Epyk, can I install the mod pack and substitute the config file as you instructed and then turn off some mods or will that cause problems playing the game? I really dislike the darkness and horrors.
Of course! Doesn't bother me.
Turn off any mods you'd like, it's not like I can stop you. :P
I mean does it disturb the gameplay? Last time I tried turning a few off I could no longer trade or talk to factions (tried rebuilding the comms console and the beacon in different places and it still did not work.) I am not sure if it was mod-related but I was wondering if that stuff could happen if I use the config file but do not load all the mods.
Oh I see.
Like others have said, rebooting the game after removing/adding mods should have a happier result.
With this pack installed in Alpha 8 I could cycle through colonists with the (<,>) keys even with the Overview tab open. It was helpful for setting manual priorities. It doesn't work in vanilla Alpha 9. Could you tell me which mod added that functionality?
It was vanilla alpha 8 not sure why it was removed in alpha 9 tbh.
Ahh. I only played one game of vanilla 8 before looking for mods so when I couldn't do it in Alpha 9 I just assumed... Thanks.
We gotta have the weed mod in this packs Alpha 9 update, it's a really good mod :D
Quote from: OwlMeat on February 24, 2015, 11:25:53 AM
With this pack installed in Alpha 8 I could cycle through colonists with the (<,>) keys even with the Overview tab open. It was helpful for setting manual priorities. It doesn't work in vanilla Alpha 9. Could you tell me which mod added that functionality?
Now we need a mod to add, once vanilla, features back into the game. =/
Quote from: general223 on February 24, 2015, 12:16:30 PM
We gotta have the weed mod in this packs Alpha 9 update, it's a really good mod :D
Maybe, if there's a huge demand for it.
Quote from: Epyk on February 24, 2015, 03:45:24 PM
Quote from: general223 on February 24, 2015, 12:16:30 PM
We gotta have the weed mod in this packs Alpha 9 update, it's a really good mod :D
Maybe, if there's a huge demand for it.
id like to voice my demand for it... thank you
WEED!!!
I also voice demand for weed. Hear hear!
Hey Epyk look into adding this mod pack for the A9 release when the time comes, I know we are still waiting on some important mods first so there is time to look still :)
Glitter Tech - https://ludeon.com/forums/index.php?topic=5509.0
Its really cool!
When is the Epyk Pack expected to be ready for Alpha 9?
Quote from: general223 on February 24, 2015, 12:16:30 PM
We gotta have the weed mod in this packs Alpha 9 update, it's a really good mod :D
Nope.
Doesnt fit in with the modpack at all, there is no advantage to that mod in the pack, just like theres no advantage to my Rim-Cartels mod in it either.
I installed the mod packs and it loaded fine but the screen is dark as hell and I cant play like that I was wondering y
Quote from: Thunderdome on February 26, 2015, 12:21:40 PM
I installed the mod packs and it loaded fine but the screen is dark as hell and I cant play like that I was wondering y
Are you using alpha 9?
It's currently only for alpha 8
If using alpha 8 make sure you use the suggested load order
Quote from: ParadogsGamer on February 26, 2015, 03:26:06 AM
When is the Epyk Pack expected to be ready for Alpha 9?
Getting much closer now.
Waiting a bit longer so mods can iron up some kinks.
Quote from: Thunderdome on February 26, 2015, 12:21:40 PM
I installed the mod packs and it loaded fine but the screen is dark as hell and I cant play like that I was wondering y
Most likely the Darkness mod, disable that and you should be fine. Surprised me aswell at first.
Quote from: Nebbeh on February 26, 2015, 02:03:01 PM
Quote from: Thunderdome on February 26, 2015, 12:21:40 PM
I installed the mod packs and it loaded fine but the screen is dark as hell and I cant play like that I was wondering y
Most likely the Darkness mod, disable that and you should be fine. Surprised me aswell at first.
Ya I always disable the darkness mod. I like to actually see at night.
That's what lights are for though
Quote from: nielscorn on February 26, 2015, 05:40:55 PM
That's what lights are for though
maybe if there was an included mod that added massive radius "outdoor only" spotlights, that cost very little power and materials... and don't require a ton of conduit cabling...
for example, i place a spotlight near my base, but instead of the light shining from where i place it, it would emit light somewhere else i choose.
i think kenny has a spotlight turret, but its cost isn't balanced around the use of a darkness mod. i am thinking we'd want something much cheaper to go along with this darkness theme mod.
Hehe
Darkness mod threw me off when I first loaded up the modpack. I've ALMOST disabled it on many different occassions, but hardcore realism in me kept shoutting "don't be a puss'!" at me. So it's still up and running. Not that you are puss' if you turn it off. I'm just a masochist I think. . . The way I build my colonies, they are laid out so that there are at least three tiles seperating all buildings. the center line of tiles between the buildings are where I build my paths. I usually build floor lights along paths since I run hidden power conduit "under" all my paths. My defensive positions also have floor lights pointed out towards the direction enemies come from and I usually have a spotlight turret for whatever is beyond the range of the floor lights.
There have been a couple instances where stray bullets have knocked out my lights...it troublesome.
Cheers,
Michael
Quote from: Vagabond on February 27, 2015, 01:13:40 AM
Hehe
Darkness mod threw me off when I first loaded up the modpack. I've ALMOST disabled it on many different occassions, but hardcore realism in me kept shoutting "don't be a puss'!" at me. So it's still up and running. Not that you are puss' if you turn it off. I'm just a masochist I think. . . The way I build my colonies, they are laid out so that there are at least three tiles seperating all buildings. the center line of tiles between the buildings are where I build my paths. I usually build floor lights along paths since I run hidden power conduit "under" all my paths. My defensive positions also have floor lights pointed out towards the direction enemies come from and I usually have a spotlight turret for whatever is beyond the range of the floor lights.
There have been a couple instances where stray bullets have knocked out my lights...it troublesome.
Cheers,
Michael
Darkness mod is a personal favorite, lighting at night is pretty to look at. Especially those cave mushrooms!
Waiting for some more light options.
At this point the only mod in the pack that has not yet updated is Mechanical Defence 2, Enhanced defense and Project Armory I think. Any chance you'll release the pack after that's ready? (Although I can personally do without Project Armory).
will there be an alpha nine epyk pack
Quote from: Meerkat99 on February 28, 2015, 02:04:40 PM
will there be an alpha nine epyk pack
Yes, but it will take a while for all the mods to be updated and tested together...
Quote from: Delekhan on February 28, 2015, 01:13:35 PM
At this point the only mod in the pack that has not yet updated is Mechanical Defence 2, Enhanced defense and Project Armory I think. Any chance you'll release the pack after that's ready? (Although I can personally do without Project Armory).
some of the mods that are updated are not actually bug free yet though. still working out the kinks.
I agree with shhfiftyfive as much as I am eager to start playing with Epyk Alpha 9 release I would prefer to wait until mods go through all hot fixes. We don't want situations where we start a game and week later have to start new word to be able to play with fixed mod. Alpha 9 vanilla has been out for less than 2 weeks I am sure we can wait for Epyk week longer or so.
epyk would you consider the Combat realism mod? or is that not inline with the modpack ?
Glad to see some debate going on about Darkness. But yeah the mod is incredibly simplistic in how it tweaks the game, so turning it off and on mid-save has never caused me any problems.
So just head-up. You /should/ be totally fine if you don't want to use it. Especially Youtubers like Feniks I can understand the mod is not at all ideal for.
P.S. Can't wait for the pack to come together for A9.
Viceroy you are right Darkness as fun as it sounds would make for very poor video on youtube. Youtube compression system makes videos already darker than they should be no reason to mess it even more. :)
i was asking what is the mod that improve trade? like when other factions come to your place or add new stuff to buy
Quote from: bordas1234 on March 02, 2015, 12:20:12 PM
i was asking what is the mod that improve trade? like when other factions come to your place or add new stuff to buy
If you're talking about the traders that come by and pitch down a tent, that would be the Miscellaneous mod by haplo.
Been very busy past week.
Epyk Pack is getting an Alpha 9 update! I'm making sure it will be the most optimized the Epyk Pack has ever been. There's still some more things to work out.
Expect the update to come within a week.
Yeah finally! :D
Thanks a lot for this pack it has been my most favorite pack by far for its balancedness!
I really think darkness is a good mod actually because you actually have to have lights to see things unlike vanilla Rimworld where it is too easy to see things in the dark.
But Epyk, do you know any mods that give the fog-of-war feeling and can you give me the link? Thanks!
Quote from: Epyk on March 02, 2015, 02:06:14 PM
Been very busy past week.
Epyk Pack is getting an Alpha 9 update! I'm making sure it will be the most optimized the Epyk Pack has ever been. There's still some more things to work out.
Expect the update to come within a week.
that sounds awesome :D TY
i was asking if seasonal wardrobe mod is compatible with this mod pack??
So, I have been playing for a little while and I wanted a little more in the game, so I downloaded Epyk, I follow the correct way to install it, then when I activate all mods and click to close the mods screen, all the buttons on main menu are gone and when I restart the game it's a black screen forever. I looked up what the reasons could be, I did not delete the Core from mods and I uninstalled hamachi which I had. No change, what should I do? Need help.
Quote from: Maistronom on March 03, 2015, 12:16:32 PM
So, I have been playing for a little while and I wanted a little more in the game, so I downloaded Epyk, I follow the correct way to install it, then when I activate all mods and click to close the mods screen, all the buttons on main menu are gone and when I restart the game it's a black screen forever. I looked up what the reasons could be, I did not delete the Core from mods and I uninstalled hamachi which I had. No change, what should I do? Need help.
Are you trying to use it on alpha 9? It hasn't been updated yet. Otherwise it should work just fine.
Quote from: Arrean on March 03, 2015, 12:18:57 PM
Quote from: Maistronom on March 03, 2015, 12:16:32 PM
So, I have been playing for a little while and I wanted a little more in the game, so I downloaded Epyk, I follow the correct way to install it, then when I activate all mods and click to close the mods screen, all the buttons on main menu are gone and when I restart the game it's a black screen forever. I looked up what the reasons could be, I did not delete the Core from mods and I uninstalled hamachi which I had. No change, what should I do? Need help.
Are you trying to use it on alpha 9? It hasn't been updated yet. Otherwise it should work just fine.
Oh, then I'm an idiot..... How long do you think it is gonna take for it to come to Alpha 9?
Quote from: Maistronom on March 03, 2015, 12:36:59 PM
Quote from: Arrean on March 03, 2015, 12:18:57 PM
Quote from: Maistronom on March 03, 2015, 12:16:32 PM
So, I have been playing for a little while and I wanted a little more in the game, so I downloaded Epyk, I follow the correct way to install it, then when I activate all mods and click to close the mods screen, all the buttons on main menu are gone and when I restart the game it's a black screen forever. I looked up what the reasons could be, I did not delete the Core from mods and I uninstalled hamachi which I had. No change, what should I do? Need help.
Are you trying to use it on alpha 9? It hasn't been updated yet. Otherwise it should work just fine.
Oh, then I'm an idiot..... How long do you think it is gonna take for it to come to Alpha 9?
As Epyk said a bit further up on this page, within a week :)
Personally can't wait to try this mod pack!
Will there possibly be a list of mods compatible with Epyk pack? I'm thinking of adding some others like Finer Things ect.
If I might ask, which mod added Android as a possible trait?
For those who can't wait for the update, manually download the mods in this package that are updated and install them. Use the mod order from the first post and those mods should work fine. :) (Just a suggestion)
Android is probably MAI or Mech defense 2. I think MAI (haplos miscelaneous mod) is the one though. Its needed due to how the custom pawn code works.
Quote from: Althalus on March 03, 2015, 06:00:49 PM
If I might ask, which mod added Android as a possible trait?
Misc w/ MAI from haplo
Can someone tell me why my colonist keep putting the same item at the bench but not crafting it (like a gold statue they keep putting gold on the bench, or the hive core there they do the same with the silver )
I had this same issue. and it was out of date mods. In my case updating CyberneticsStorm and removing another incompatable mod fixed this issue
Just waiting to play Rimworld untill this gem is released
Yeah me too. Hopefully in the weekend or early next week :-)
Any chance we'll get the Alpha 9 update for the weekend? I can't wait to play with your modpack again, it's awesome!
Epyk Pack alpha 9 will be released today.
It goes without saying how much we appreciate your doing this Epyk. I can't imagine how much effort it must take to get this up and running.
Thank you!!
<shouts with joy!>
Do we know what time approximately. ? I have day of tomorrow so I don't mind pulling all nigher to play it! woo hoo
When someone said it's for today, this just mean he hope he can do it in the day. If not it's for tomorrow ;)
What happend to Epyk? It shows Guest? Twitter account is gone too... :-\
Quote from: Death_Vader97 on March 07, 2015, 05:56:23 PM
What happend to Epyk? It shows Guest? Twitter account is gone too... :-\
Same, here just happened out of no where and I can't look at his profile anymore.
Wow! This will be hit of a year if he just removed everything!
This is either a rage quit of the ages or a truly masterful ruse.
If I have seriously just wasted 2 hours half-heartedly looking over this post for updates just for him to rage quit I'll tableflip.
Quote from: Vatgrown Scrub on March 07, 2015, 06:26:11 PM
This is either a rage quit of the ages or a truly masterful ruse.
Could be. Also possible that his accounts were hacked.
best to give it a few days and see what happens before jumping to conclusions.
Download link to epyk alpha 8 is gone as well. So it look like epyk just removed any sign of his entire existence. Youtube will be fun time as everyone promised viewers to play epyk pack like this week :P
Regardless of who did it. Good troll 10/10 :D I's midnight here kids are in bed and I am sat in a kitchen laughing my head of at how hilarious it is :P
Good job cities skylines is out on Tuesday :D
tiz a bit of a random meltdown though.
Easy for you to say I have 900 people on my channel that have been promised we are starting epyk pack this week. People like Bliz or Quil18 have few hundred thousands that they made the same promise to :D
Quote from: Jaxxa on March 07, 2015, 06:31:02 PM
Quote from: Vatgrown Scrub on March 07, 2015, 06:26:11 PM
This is either a rage quit of the ages or a truly masterful ruse.
Could be. Also possible that his accounts were hacked.
best to give it a few days and see what happens before jumping to conclusions.
Agreed, it was said with my tongue firmly planted in my cheek. I do hope we hear from Epyk soon.
Well if his account was hacked we should hear from him any time now. I'm off to bed I guess I won't be playing Rimworld tonight :)
You can try to recreate the pack! :D
Whatever happened, please remember to avoid starting any kind of witch-hunt. We don't need the forums jumping to conclusions just yet.
Maybe he decided he was spending too much time on this and would rather have a life, so to keep himself from coming back deleted everything. I've done that too.
I doubt he jumped ship. If he was going to quit he would surely send a farewell post first.
Makes zero sense to say Epyk 9 pack will be out later today then just quit
Ok guys just settle down we will have it soon enough and if we dont o well. There are always worse things in life. and as stated before you can always recreate he did put the mod order and things in this post so it shouldnt be all that difficult to make it I wouldnt think ;)
It is curios that Epyk just kinda poofed out of existance though.
Hey everyone! Don't be alarmed!
My original account and Twitter got deleted sometime during my sleep. Admin help has been contacted.
EDIT: My email has also been accessed but was quickly recovered via phone number.
Angry girlfriend/boyfriend who wants you back in the real world? Happened to me once haha
Yay!! Welcome back Epyk!! :)
Welcome back.
Sorry that happened to you Epyk , but so glad you're back
Glad you are back with us.
Good to see you here again :D
Can we expect the release today? Can't wait trying this pack, it looks so awesome.
Good to get you back Epyk.
I suppose you will announce it here when it's live?
Bah, needs more drama Epyk ;)
Praise be to our lord and savoir! Tho he once was dead, he now lives again!
Quote from: Epyk on March 07, 2015, 10:48:44 PM
Hey everyone! Don't be alarme!
Yes but ... is this the real Epyk or the false hacker ? Wich one can we trust ? finaly, what proove us Epyk really exist ? ... Don't jump to conclusion but ... What is the relation between the NSA Epyk and the Global Electry Shutdown planed for the next month ?
I'am almost certain what we see is not what we should have seen.
Almost certain the truth is not the truth.
PS : Welcome Back Epyk, sorry for your wasted time, hope you can recover quickly.
Nice to have you back Epyk :)
If you haven't already, you should add two-step verification to your e-mail (logging in requires both the password and a code sent to your phone). That way hackers can't access your mail even if they have your password.
Oh and do a thorough check for malware, but I guess that goes without saying.
Quote from: Vatgrown Scrub on March 08, 2015, 10:59:16 AM
Nice to have you back Epyk :)
If you haven't already, you should add two-step verification to your e-mail (logging in requires both the password and a code sent to your phone). That way hackers can't access your mail even if they have your password.
Oh and do a thorough check for malware, but I guess that goes without saying.
Yes thank you! I'm try to get things figured out.
Bare with me guys.
We'll see if it's possible to re-link my account tomorrow.
Hope it works out and soon, getting more and more anxious to play again!!
you guys know you can play the game with most of these mods by just downloading them yourself and putting them in a similar mod load order as the epyk alpha 8 version. no real reason to wait.
Quote from: Fernbhoy on March 07, 2015, 06:35:02 PMcities skylines is out on Tuesday :D
It's time to rewrite my pawn state icons mod for cities skylines! ;D Hope there would be enough modding possibilities for all my mod ideas.
Quote from: shhfiftyfive on March 08, 2015, 11:17:50 PM
you guys know you can play the game with most of these mods by just downloading them yourself and putting them in a similar mod load order as the epyk alpha 8 version. no real reason to wait.
It took about 3hour to me last night to active mod one by one to understand wich one where making my game crash and choosing to good order. I perfectly understand that everyone don't want to loose such time and love modpack like this one. I too.
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Quote from: MrSurvivor on March 09, 2015, 11:11:41 AM
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Read the first post again. He told you the order there
Quote from: Epyk on January 07, 2015, 07:42:27 AM
[...]
(Click here (http://pastebin.com/1E1cVWrk) for the mod order used in the Epyk Pack)
This mod order is what I came up with whilst testing, if you have a better order send me a PM.
Please tell me why it's a better mod order with the PM. Thanks!
[...]
Quote from: MrSurvivor on March 09, 2015, 11:11:41 AM
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Darkness is updated
Quote from: Incompatibility on March 09, 2015, 11:46:31 AM
Quote from: MrSurvivor on March 09, 2015, 11:11:41 AM
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Darkness is updated
And this mod never used Stargate. ::)
Quote from: MrSurvivor on March 09, 2015, 11:11:41 AM
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Autohauler is updated, check later pages in original post, someone else updated it and alphatweaks.
Roofsupport. No DLL, works perfectly with a9
Darkness is updated.
rest I'm not sure about
Quote from: MrSurvivor on March 09, 2015, 11:11:41 AM
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Darkness is updated, I'm using it now.
As Nebbeh said, roof support doesn't use dll, and therefore doesn't need an update.
Autohauler is updated, same as Nebbeh said.
Modular Hydroponics is also updated, I'm using it now.
Quote from: MrSurvivor on March 09, 2015, 11:11:41 AM
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Better Beacons is also obsolete I believe. Also the load order is in the ModsConfig.xml file at the top of the post.
Looks like the only ones not updated that don't have alternates are:
-Autohauler
-Rimtroopers
-Project Armory
-Icesheet
Autohauler last post not such confiant. Maybe it need some more work.
Central Heating mod has been updated by Latta and merged with an improved vent at https://ludeon.com/forums/index.php?topic=11056.0
Quote from: daedelus on March 09, 2015, 06:50:27 PM
Quote from: MrSurvivor on March 09, 2015, 11:11:41 AM
Um Epyk if you can could you please give us the mod order so we can do it ourselves?
And mods not updated:
-Autohauler
-Central Heating
-Ceiling Lights
-Better Beacons
-Darkness
-Icesheet
-Modular Hydroponics
-*Power switch is obsolete*
-*Quality labels obsolete*
-Rimtroopers
-Roof Support
-Stargate
So as you can see he can't update to alpha 9 until these mods are updated
Better Beacons is also obsolete I believe. Also the load order is in the ModsConfig.xml file at the top of the post.
Looks like the only ones not updated that don't have alternates are:
-Autohauler
-Rimtroopers
-Project Armory
-Icesheet
According to my post further up, Autohauler is updated together with Alphatweaks. Look for a poster in the original thread, some of the last pages, theres someone else that has updated both Autohauler and Alphatweaks for alpha9
Dont knwo if this works
Autohauler: https://ludeon.com/forums/index.php?action=dlattach;topic=8698.0;attach=6944
Alphatweaks: https://ludeon.com/forums/index.php?action=dlattach;topic=8698.0;attach=6922
Quote from: Slan on March 09, 2015, 06:52:43 PMAutohauler last post not such confiant. Maybe it need some more work.
No prob, I'll update an autohauler in a few days if it's really not enough stable.
i wouldn't say quality labels is obsolete. i would rather a mod come along for this version that labels stuff according to higher quality. color coded. right now the vanilla game labels absolutely everything, and it is a massive chore to read through it all to find the good stuff.
Stoked that this pack is still coming! This mod has set the standard for Rimworld for a lot of us I am sure.
Im not much of a streamer but to start things off for myself I am going to try out streaming a regular Cassandra and then a Randy for fun. Thank you Epyk for all your work on this great pack!!
-Link removed-
Cheers,
Fluff
User was warned for this post: Rule 7.
Dude acoordinator what on earth are you doing spamming your stream in this thread? There are better was of promoting than spam. Have some decent comments, use video section etc.
As for a Pack I see you have your account back Epyk. Any chance we can see pack coming in next day or 2? I understand it must have been quite an experience to have your identity removed from internet, so by no means take it as me nagging you. It's more of polite question so we all know where we stand while you take as long as you need to put things back in place.
Hope everything is fine with you.
Quote from: daedelus on March 09, 2015, 06:50:27 PM
Looks like the only ones not updated that don't have alternates are:
-Project Armory
Working on it! ^^
Quote from: Feniks on March 10, 2015, 04:52:40 AM
Dude acoordinator what on earth are you doing spamming your stream in this thread? There are better was of promoting than spam. Have some decent comments, use video section etc.
lol to anyone who cares, SORRY. I get warning for posting one post, Spamming is multiple posts by definition. There is no MOD PACK video section. Epyk Pack is such a different game from Rimworld vanilla AND its not like the thread was busy with anything useful conversation wise as we are all just waiting for Epyk to release his awesome pack.
Epyk, hey guy, if you want a make myself a update to alpha 9 of your modpack with some mods, you can see?
https://www.dropbox.com/s/xo0wu8qmfkw4vjt/Mods.rar?dl=0
of curse there isn't ED mods
Quote from: ReiCoringa on March 10, 2015, 03:04:03 PM
Epyk, hey guy, if you want a make myself a update to alpha 9 of your modpack with some mods, you can see?
https://www.dropbox.com/s/xo0wu8qmfkw4vjt/Mods.rar?dl=0
of curse there isn't ED mods
Do you mind posting your mod order?
Quote from: submittofluff on March 10, 2015, 02:20:58 PM
Quote from: Feniks on March 10, 2015, 04:52:40 AM
Dude acoordinator what on earth are you doing spamming your stream in this thread? There are better was of promoting than spam. Have some decent comments, use video section etc.
lol to anyone who cares, SORRY. I get warning for posting one post, Spamming is multiple posts by definition. There is no MOD PACK video section. Epyk Pack is such a different game from Rimworld vanilla AND its not like the thread was busy with anything useful conversation wise as we are all just waiting for Epyk to release his awesome pack.
Spamming is whatever the moderator deems it to be at the time, and a quiet thread is no excuse to break the rules. ;D
Alright everyone!
Everything seems to be coming back together slowly.
Had to re-upload a ton of the Epyk Pack files, work files, and personal files as everyhting was wiped. Unfortunately a lot of my personal work has been lost, but that hasn't stopped me getting an update to you guys.
Epyk Pack Twitter has yet to be recovered but it should be hopefully soon.
Alpha 9 Epyk Pack update will come. Getting hosts of errors I've fixed previously that need to be mended again. I apologize for any inconveniences.
Happy days are here again!
Have you had a chance to test your Alpha 9 pack for bugs or is this your first build for Alpha 9e?
Quote from: Delekhan on March 10, 2015, 10:17:10 PM
Happy days are here again!
Have you had a chance to test your Alpha 9 pack for bugs or is this your first build for Alpha 9e?
No, I've had a stable build in my personal Google drive. I'm not sure what happened to all my files, but they were left corrupt or blank.
I changed
a lot of things to void any conflicts, it'll take awhile to get things back. My balance sheet has been lost so I have to re-balance mods to work together. For example, mod A will be used over mod B because it produces say, iron, more efficiently.
Although I think I'll just get a stable version out and balance through-out updates.
I've recovered deleted files from my Google Drive before, it's actually pretty easy. If you need help here's a link to Drive support:
https://support.google.com/drive/answer/2405957?hl=en
Great hearing from you Epyk I can imagine it must feel so tedious to do the job that you have already done once so even more respect to you for doing it. If you choose to release stable version and then optimize it over time can I just have one request that you make sure it doesn't require new word after updates as it would be a huge pain.
Quote from: Feniks on March 11, 2015, 03:01:44 AM
Great hearing from you Epyk I can imagine it must feel so tedious to do the job that you have already done once so even more respect to you for doing it. If you choose to release stable version and then optimize it over time can I just have one request that you make sure it doesn't require new word after updates as it would be a huge pain.
I'll try my best.
Epyk you don't have to rush just give it your best job we've waited a while but we can wait a few more weeks if needed
i am chosing the order because on natural(without order) some times the colonist has a bug(they dont move)
Quote from: popster99 on March 11, 2015, 01:09:34 PM
Epyk you don't have to rush just give it your best job we've waited a while but we can wait a few more weeks if needed
I agree with Popster. You have been dealt a horrible hand by some hacker and just getting your own stuff up and running must be overwhelming. We want you for the long haul so putting yourself through hell hurts our chances to have you for YEARS (yes I said it....we want you doing this for YEAAARRRRRRSSSS!!! :D )! Take your time and keep this a fun hobby and not a job :)
You are the man!
I would like to chime in and say that i very much appreciate this mod pack. If not for its simplicity in modding the game itself it help me learn of other mods i never looked at or known to exist.
Thank u
Not much activity here anymore. Has the mod been abandoned?
Quote from: Delekhan on March 14, 2015, 01:10:43 PM
Not much activity here anymore. Has the mod been abandoned?
Just read the last posts. Epyk is working on an update, but it may take a while.
Hi Epyk it's great that your back and i hope everything is ok right now
I hope that you can update the pack soon and maybe can you ad T's mod :)
I had to look up T's mods. It had me at the morefloors mod. Thats somthing that vanilla desperately needs.
Look, I really need help. I've been working on this for two hours on something that only takes two minutes.
I've "installed" (copied) all the mods from the zip into the mods folder and then replaced the XML in the config with the new one.
(http://i58.tinypic.com/o0ce4x.png)
In case you're wondering why there is a folder called "core2", please see below the word "freeze" written with an excessive amount of letters.
Anyway, nothing happens when I start a new world and colony.
Then I notice the "mods" button on the title screen of Rimworld. Well! Whaddaya know?? They are there but they're unchecked.
(http://i59.tinypic.com/vh8b60.png)
Nowhere in the directions does it say to turn them all on but they don't work or do anything otherwise.
I turn them all on, exit the mods screen....frrrrreeeeeeeeeeeeeeeeeeeeeeeze. All I see is the splash of the planet with the crashed ship, no buttons.
Alt+F4, restart, and black frrrrrrreeeeeeeeeeeeeeeeeeeeeeeze.
Back into the folder, move everything to "core2" temporarily and the game starts up just fine, all vanilla like.
Did I do it wrong?
Nope.
BTW, I have a fast gaming computer. She's never been bogged down by any game, no loss of FPS, no slowdowns, nothing. I assure you I left all that freezing crap for about 10 minutes.
Just to be sure, I reinserted those mods back in and clicked on a couple like the Alphalo and turrets. Sure enough, there was an Alphalo over there and I have the three new turrets EVEN ON MY --OLD-- SAVE FILE!! ....turn them ALL on...freeze.
Sorry, bro, but your Epyk pack is epically paralyzed for me.
You are using an alpha 8 modpack for alpha 9. I'm pretty sure that's your problem.
Anytime you add new mods, you must always check them, in this Epyk pack, or any other. Also did you have run other mods before adding the Epyk pack?, if so the prior configs may cause problems. I encourage a clean install approach. When adding a large 'pack' of mods, the clean install will most likely help; the mods sometimes need some babysitting to get them to work together, and the mod author will only be sure that the files in his/her mod are in sync. Adding others, or having old save files with old mods, will improve the chance of problems. ;)
Quote from: CrazyJayBe on March 15, 2015, 12:06:44 PM
-snipped-
Why exactly do you have two core folders, you never really explained that.
Quote from: Ykara on March 15, 2015, 12:21:45 PM
You are using an alpha 8 modpack for alpha 9. I'm pretty sure that's your problem.
Yes, I'm using Version 0.9.727. I have a friend that claims he's using the exact same version and it worked just fine for him. He's even using the same computer I have because I bought it for him.
Quote from: daft73 on March 15, 2015, 12:22:46 PM
Anytime you add new mods, you must always check them, in this Epyk pack, or any other. Also did you have run other mods before adding the Epyk pack?, if so the prior configs may cause problems. I encourage a clean install approach. When adding a large 'pack' of mods, the clean install will most likely help; the mods sometimes need some babysitting to get them to work together, and the mod author will only be sure that the files in his/her mod are in sync. Adding others, or having old save files with old mods, will improve the chance of problems. ;)
I don't know how much cleaner it could have been. I purchased and downloaded Rimworld on March 5th. My friend kept bugging me about the Epyk pack so I downloaded that and the ModConfig file. I mean, it was just too simple there's no way I could have messed it up. This isn't my first time playing with mods. I did so with Skyrim using NexusMods and I also needed it for the dreadfully broken Oblivion.
Quote from: Novellum on March 15, 2015, 12:23:43 PM
Quote from: CrazyJayBe on March 15, 2015, 12:06:44 PM
-snipped-
Why exactly do you have two core folders, you never really explained that.
I did mention it in my post but it might not have been clear. I needed a temporary folder to move all the Epyk mods out in order to load Rimworld again. Leaving them in would not let the game load after I checked them all.
Does any of this make sense? I know I followed the directions exactly, even downloading a new modsconfig.xml in case the other one was corrupted.
I appreciate you folks trying to help me. This is a great game but I keep getting hammered by jerks who set up a picnic across the map and lob incendiary shells at my wooden bungalow. O! Woe is me!
So you are saying you erased the Ludeon Folder in your AppData folder. This folder holds all the secrets. If so I'm puzzled, I used a similar tactic when I used this mod set. I currently am not using it, but here is the list I am using with no problems.
(http://i.imgur.com/2b9eYwT.png?1)
Quote from: daft73 on March 15, 2015, 12:56:33 PM
So you are saying you erased the Ludeon Folder in your AppData folder. This folder holds all the secrets. If so I'm puzzled, I used a similar tactic when I used this mod set. I currently am not using it, but here is the list I am using with no problems.
(http://i.imgur.com/2b9eYwT.png?1)
What?
I'm not saying I deleted anything. In fact, there was nothing in there as I've been using only vanilla up to this point. Well, okay, "Core" was in there and I left it alone like I was supposed to. What is this Ludeon folder? That wasn't in the instructions.
Look folks, I know I posted a lot of stuff to read but I made sure to explain my problem.
So far I've been given the "Call-Center" treatment here.
It's fine. You know what? I paid $30 for an unfinished game that requires other people to come in and mod it.
Just like Skyrim.
Just like Oblivion.
Just like Space Engineers.
Shame on me.
Quote from: CrazyJayBe on March 15, 2015, 01:01:48 PM
Quote from: daft73 on March 15, 2015, 12:56:33 PM
So you are saying you erased the Ludeon Folder in your AppData folder. This folder holds all the secrets. If so I'm puzzled, I used a similar tactic when I used this mod set. I currently am not using it, but here is the list I am using with no problems.
(http://i.imgur.com/2b9eYwT.png?1)
What?
I'm not saying I deleted anything. In fact, there was nothing in there as I've been using only vanilla up to this point. Well, okay, "Core" was in there and I left it alone like I was supposed to. What is this Ludeon folder? That wasn't in the instructions.
Look folks, I know I posted a lot of stuff to read but I made sure to explain my problem.
So far I've been given the "Call-Center" treatment here.
It's fine. You know what? I paid $30 for an unfinished game that requires other people to come in and mod it.
Just like Skyrim.
Just like Oblivion.
Just like Space Engineers.
Shame on me.
dude, your problem is you're using alpha 9 when the modpack is for alpha 8. It has been stated time and time again that if you use a newer version of a game, a mod will likely not work. This is a modpack that was build for the prior alpha build, and it has tons of mods in it. The chances of this modpack working for alpha 9 in it's current state are very slim if not at all
Also, mods are used in many other games that are released and are not in alpha or beta anymore. It's the nature of mods to break when the game updates, the mod depends on the game to have the same code as when the modder made the mod. Dont go blame the games that are in alpha or beta, it's still a fun game to play
That's all fine and stuff, I only mentioned it because it is important to understand how to add a mod pack, as opposed to just another mod stand-alone. I have no opinion of you or the problem at hand. I had a similar problem with this mod pack, so I gave you the instructions I used to alleviate my problem.
A 'clean install' refers to getting rid of any data associated with a program. By doing this you can get rid of scripts and such not easily found. Hopefully you can get this sorted. Good luck.
Quote from: CrazyJayBe on March 15, 2015, 01:01:48 PM
What?
I'm not saying I deleted anything. In fact, there was nothing in there as I've been using only vanilla up to this point. Well, okay, "Core" was in there and I left it alone like I was supposed to. What is this Ludeon folder? That wasn't in the instructions.
Look folks, I know I posted a lot of stuff to read but I made sure to explain my problem.
So far I've been given the "Call-Center" treatment here.
It's fine. You know what? I paid $30 for an unfinished game that requires other people to come in and mod it.
Just like Skyrim.
Just like Oblivion.
Just like Space Engineers.
Shame on me.
You know...I do not want to seem like an ass,I really don't,but you did in fact pay for a unfinished game,it's title for updates are :Alpha X,so the first issue is adressed right there,it's a alpha and you gotta treat it as such.As for the modding experience you have?No one is forcing you to use the Epyk Pack,if you really want mods you can just mash mods into the mod folder until it breaks you do not necesarely need a pack for a modding experience,it just makes it more convenient.Skyrim wasn't unfished,altough betheda did support the modding community,same as Tynan does for this game,he relies on the modding community to add stuff that should be in the game while he develops new mechanics to put into the game.Also it's not anyone's fault that some according to you,one of your friends has a working version of Alpha 9 working with the epyk pack for alpha 8(which I seriosuly doubt).How about this?Instead of coming onto the forums and saying that you are getting "call center treatment" how about calling or talking to your friend and asking how he installed these mods so you can replicate it yourself.
Again, I appreciate you folks trying to help.
I felt like I was getting the run-around because the responses I was getting seemed to be out in left field. Anyway, apologies. Just frustrated.
Daft, I was thinking about that. It's the one thing I haven't tried yet. So, I'll just re-unpack the game into a fresh folder and start over. Brand new, no saves, nothing, nada, zippo.
I'm aware that it says "[MOD PACK] (Alpha 8) Epyk Pack 1.18y[Alpha 9 update soon!]". I only gave it a try because I have not seen anything on these forums saying that it would not work for 9 (I don't have the time to go through 39 pages...sorry). Plus, my buddy says he has the same. The Alphalo worked, the Turrets worked. It might have been the ED though. I turned that on and that's when it started freezing.
Skyrim gave me a few problems as I started throwing mods at it so I know what it's like to shuffle mods around in order for them to work.
Whatevs.
It's an alpha.
I suppose I'm sore about certain things....I'm just pissed I live on a planet with THIS:
(http://i59.tinypic.com/24ymf81.jpg)
Heh, all good mate things can get aggravating at times, don't fret. Although my 5 year old walked in whilst I looked at your latest post, and asked dad can I get that cool looking truck game your looking at?? is that for me thanks dad. :o :-X.
Soon enough Epyk will get things going and update the mod pack.
Quote from: CrazyJayBe on March 15, 2015, 01:50:32 PM
Again, I appreciate you folks trying to help.
I felt like I was getting the run-around because the responses I was getting seemed to be out in left field. Anyway, apologies. Just frustrated.
Daft, I was thinking about that. It's the one thing I haven't tried yet. So, I'll just re-unpack the game into a fresh folder and start over. Brand new, no saves, nothing, nada, zippo.
I'm aware that it says "[MOD PACK] (Alpha 8) Epyk Pack 1.18y[Alpha 9 update soon!]". I only gave it a try because I have not seen anything on these forums saying that it would not work for 9 (I don't have the time to go through 39 pages...sorry). Plus, my buddy says he has the same. The Alphalo worked, the Turrets worked. It might have been the ED though. I turned that on and that's when it started freezing.
Skyrim gave me a few problems as I started throwing mods at it so I know what it's like to shuffle mods around in order for them to work.
Whatevs.
It's an alpha.
I suppose I'm sore about certain things....I'm just pissed I live on a planet with THIS:
(http://i59.tinypic.com/24ymf81.jpg)
Really, really, my God...
... still confused, God save logic!
Lmao, the Metascore is 8/100. Also, I wonder how many things overlap from each mod...
Quote from: daft73 on March 15, 2015, 02:05:41 PM
Heh, all good mate things can get aggravating at times, don't fret. Although my 5 year old walked in whilst I looked at your latest post, and asked dad can I get that cool looking truck game your looking at?? is that for me thanks dad. :o :-X.
Soon enough Epyk will get things going and update the mod pack.
HAHAHAHAHAHAHAHA!!!! NOOOO!!!! DON'T LOOSE THIS SHLOCK UPON YOUR CHILD!!
(http://i62.tinypic.com/2l8x7yq.jpg)
www.youtube.com/watch?v=h6DtVHqyYts ---ENJOY.
General, did you have a question or were you perplexed at my complexities...?
Quote from: CrazyJayBe on March 15, 2015, 11:27:14 PM
Quote from: daft73 on March 15, 2015, 02:05:41 PM
Heh, all good mate things can get aggravating at times, don't fret. Although my 5 year old walked in whilst I looked at your latest post, and asked dad can I get that cool looking truck game your looking at?? is that for me thanks dad. :o :-X.
Soon enough Epyk will get things going and update the mod pack.
Lol, that was a marketing tactic I used once...
I sold an achievement item for a £100 on the market as a joke, believe it or not someone actually bought it, I got 6 free games :D :D :D :D
HAHAHAHAHAHAHAHA!!!! NOOOO!!!! DON'T LOOSE THIS SHLOCK UPON YOUR CHILD!!
(http://i62.tinypic.com/2l8x7yq.jpg)
www.youtube.com/watch?v=h6DtVHqyYts ---ENJOY.
General, did you have a question or were you perplexed at my complexities...?
This is all fun and stuff, but this also belongs in Off Topic (https://ludeon.com/forums/index.php?board=4.0). ;) Let's try to stay on topic.
Quote from: daft73 on March 16, 2015, 07:35:33 PM
This is all fun and stuff, but this also belongs in Off Topic (https://ludeon.com/forums/index.php?board=4.0). ;) Let's try to stay on topic.
(http://i62.tinypic.com/afc7pt.jpg)
**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**
Ok, so like a huge nerd, I went through and clicked on each mod one by one, exiting the mod menu after each. I noticed that the ones that crashed took no time to do so. I weeded out the mods that crash ONLY. The rest load right into the game, even on old saves. Now, I didn't say they worked well, they just work. I get a debug list that pops up with a bunch of problems but it doesn't seem to affect anything.
Have fun!
(http://i60.tinypic.com/29ftrah.jpg)
^^^^ This craziness is exhibit A as to why Epyk would do us a great service to release an update soon. People are so anxious to use mods together that they're coming up with insane ideas to try and pull it off.
I got impatient so I ended up making my own Alpha 9 pseudo-Epyk pack. I wouldn't suggest trying to load A8 mods into an A9 game.
Share!
I'd love to but I'd have to go around and ask all the mod makers to distribute it :-\
I'm just happy I finally got something working.
Welp! Off to do my schoolwork and overseas job and sleep, eat, and shower between it all!
P.S. I was complaining earlier about us gamers being relegated to games that are "unfinished" AND paying money for them. I recall that Tynan put this game on Kickstarter TWO YEARS AGO and was successfully funded by November 2013.
The Kickstarter campaign allowed for people to pay a minimum price for the game OR pay higher prices in order to add custom content.
WEEEEELLLLLL...what about all these mod-makers working for FREE?? How do all the people that paid that extra amount feel right now? People are modding for free which are then being added to new releases and such.
I think I'd be a tid bit miffed if I paid a premium only for a modder (who I thank) to come in and do a LOT MORE to the game than simply come up with backstories or whatever.
Thoughts?
User was warned for this post.
Quote from: CrazyJayBe on March 18, 2015, 01:17:07 AM
I think I'd be a tid bit miffed if I paid a premium only for a modder (who I thank) to come in and do a LOT MORE to the game than simply come up with backstories or whatever.
Thoughts?
Yes. Get a life. No one cares that you feel entitled.
(http://i62.tinypic.com/o5506u.jpg)
Quote from: CrazyJayBe on March 17, 2015, 11:29:02 AM
**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**
Ok, so like a huge nerd, I went through and clicked on each mod one by one, exiting the mod menu after each. I noticed that the ones that crashed took no time to do so. I weeded out the mods that crash ONLY. The rest load right into the game, even on old saves. Now, I didn't say they worked well, they just work. I get a debug list that pops up with a bunch of problems but it doesn't seem to affect anything.
Have fun!
(http://i60.tinypic.com/29ftrah.jpg)
CyberneticStorm and all EDB mods from this pack are to me considered to be "core" mods. I don't like playing without them. I was able to get them all (with some other mods) to load a new game with lots of errors but no visible problems but when I save the game and load that same game, freeze...
Quote from: CrazyJayBe on March 18, 2015, 01:17:07 AMWEEEEELLLLLL...what about all these mod-makers working for FREE?? How do all the people that paid that extra amount feel right now? People are modding for free which are then being added to new releases and such. I think I'd be a tid bit miffed if I paid a premium only for a modder (who I thank) to come in and do a LOT MORE to the game than simply come up with backstories or whatever.
Of course I as modder would like to work with unity3d and other game engines as my day job, but it's not very demanded here in Russia. I tried also to collect the donations, I got as much as 50 cents after a month. Now I'm just do what I like and don't ask any reward.
Way off-topic. Please confine your replies to the mod itself. Thanks.
Nice selection of mods, they do add a better theme towards a long game. In vanilla it does add new features, but only a few towards longevity.
I know that each mod(some several) are "written" or coded by different people and they are doing a great job. However, I can foresee that some will stop updating them.
I know Epyk said no more mods, but a few more factions would be nice if they had different "races" like Cybernets, Jaffa etc etc. I know I can just add them my self, but most people wouldn't do that anyway. One thing, even just badly drawn I'd hate them, it's not exactly an experienced artist (would help :D ), but a decent makes it a whole lot better.
I know it takes its time as the more mods you have on the list, the longer it takes for everyone to update and makes sure it works.
At this point it looks like Alpha 10 will come out before we see another update of this modpack.
It's too bad. I've been delaying my next Let's Play, waiting for this update.
It's just under a month since A9 came out and think it was 5-6 update patches came out in 2 weeks after that.
It's about 2-3 months before he released a new Alpha. I've not too pushed. It could be worse, he could do a weekly patch or even the Nightly build(this is an extreme starbound).
So I hate to ask but in how many weeks will the update 9 modpack be out?
Well Epyk has said a couple of times now that it'll "be out today" and here we are.
I checked his profile and he hasn't logged onto here in a week. So I wouldn't expect anything soon, or perhaps even at all.
Eah, It's not Eypk fault. It's actually the rest of the mods who haven't updated to A9. Well, it's not really anyones fault as they do it for free and it's making time to code it and making sure no major bugs. Like I said, the more mods, the longer it will take. I can see why he doesn't want to take on more mods. Personally, I can't wait to have the caravans trades again heh.
There are a few who had it re-write/code it the mods with the new heat mechanics. Very few only have to bring it up to date by changing a few lines IE (A8 to A9). I'd like to have weeks ago too, but I am tinkering with different mods and wat-not. Firefly is too lethal after a while, I have 8x M2 guns and 40 x basic guns (upgraded and all) and the last wave just swept through them as if they weren't there XD
I'm pretty sure Cybernetic storm has already updated to alpha 9 and MAI as well..
It's the faction mods that haven't updated. If those could be replaced with some other faction mod, it would be alright I guess?
*sigh* there are several mods updated (one of which is Cybernetic storms which was over 2 weeks ago) , BUT not all. RTFP.
Everything with a line across is still Alpha 8 and the last mod was 10th of March.
wonder if alpha 10 will come out before we see epyk here again...
Quote from: shhfiftyfive on March 24, 2015, 11:52:58 AM
wonder if alpha 10 will come out before we see epyk here again...
Maybe, I would not worry of such things,...life happens. Getting some mods to work together is not sooo difficult, just avoid multiple same content. It is not 100% fault free, but is workable.
The key is to add the bare minimum, and or to check them as you add them. This is easy enough to do with Dev mode, use it to your advantage till the game is more stable.
(With mods)
I'm starting to get worried again, he hasn't been logged in since a week ago. :(
Maybe he is sick of hearing people either PM or post saying "Is it done yet?". XD
Quote from: DevilKhan on March 25, 2015, 06:17:52 AM
Maybe he is sick of hearing people either PM or post saying "Is it done yet?". XD
That may be ture
Just a quick bump for you folks in case you haven't seen it:
I checked which mods work and what don't from this pack. Head over to page 40 to see my screenshot...after the first couple of silly screen shots.
It shows the folders of what works and not.
This is my first time using this mod pack, so I'm not sure if Epyk does anything to integrate the different mods or not. That said, I was able to download and load all the mods listed as having updated to A9 without problems. For the load order, I used the old xml file as a guide and reordered them manually. The ones not listed I just let load in alphabetical order. I haven't gotten a chance to play much yet, but everything seems to be working properly.
Chall T. dow
Any news of when this pack will be ready ?
It'll be ready when it's ready. Please try not to badger mod creators to update. :)
Eah, it's kinda written in the topic @Mese
[MOD PACK] (Alpha 8) Epyk Pack 1.18y[Alpha 9 update soon!] )
It means vaguely in the future, not now and not in the past :).
I also got most of the mods working without errors. I was having problems with it crashing trying to load any save but an unfinished mod (ED-Vehicles) in Enhanced Defense (apparently Jaxxa forgot to take it out before uploading) was causing it. After disabling that, no problems. I also have several mods not included in Epyk pack (Glitter Tech, Crash Landing, Expanded Prosthetics, Door Control, FireFly, Priority Haul, Hospitality, Modular Tables, RT Mods, Biodiversity, Mending) as well as the alternative for modular hydroponics that was linked earlier in this thread and they are all playing nicely together. I haven't noticed any glaring bugs so far but will post any if I do.
So, I did a bit of research and almost all the mods are updated or have a third-party update for A9. I haven't personally tested all of them (yet) due to just finishing looking everything up. So far the feedback from others is positive that they work so I have high hopes that this modpack is going to be updated very soon for A9. Only ones in the list that are not updated at all from 8 to 9 are:
- RimTroopers
- Quality Labels
The rest of the mods are either updated, have a third-party update, or work already dispite it being released for A8, according to the forum thread posts.
Also if I could make a suggestion Epyk, there's another mod (https://ludeon.com/forums/index.php?topic=11056.0 (https://ludeon.com/forums/index.php?topic=11056.0)) that is based on Central Heating that would probably be a good replacement mod, since it adds heated ducts and the mod author mentioned the guy doing Central Heating isn't modding atm.
Third-Party Update links (will send you to the post with the third party update):
- AlphaTweaks - Automatic Trade, Haul, and more: https://ludeon.com/forums/index.php?topic=8698.msg108562#msg108562
- Central Heating: https://ludeon.com/forums/index.php?topic=8476.msg108139#msg108139
- Modular Hydroponics: https://ludeon.com/forums/index.php?topic=8349.msg111887#msg111887
- Stargate - Jaffa, Kree: https://ludeon.com/forums/index.php?topic=7869.msg109642#msg109642
Only mod that seems to be able to work for both A8 and A9 is IceSheet: https://ludeon.com/forums/index.php?topic=7882.msg114140#msg114140 unfortunately will remove the wolfsies event untill updated
<Edit>
Do note the mods listed here are the ones listed as needed updates in the parent post at the time of this post
Looks like we are no need to w8 for an update no more?
Looks like Alpha 9 update will never release. Epyk is liar.
That or he has been busy with life, which always comes before anything online
Too bad... maybe someone can make similar modpack for alpha 9/10??
it's not hard to get the mods ourselves, he's even linked the mod pages in the parent post. That's what I've done for my A9 modded gameplay
Quote from: skellitor301 on April 20, 2015, 02:29:45 PM
it's not hard to get the mods ourselves, he's even linked the mod pages in the parent post. That's what I've done for my A9 modded gameplay
Can you provide us with download? because i don't know how to arrange mods to work properly and i tried a lot :/ of if you can to make modpack?
again, as stated before, the downloads are provided in the parent post of this topic. There is even a link that shows the mod load order Epyk has for this modpack. Just activate edb-modorder first so you can rearrange the mods load order
ok so i tried that but 50% of mods don't offer download for alpha9 anymore and/or aren't updated... and i would like some other mods include in but i don't know how so that is why i'm asking you for yours mod file... sry for my bad english and for my ignorance :)
It's fine, mainly try to load the core mods first if the mods require one, the mod pages will let you know if they do and will have the downloads linked with the mod you want. From there it's a matter of knowing which mods you want to be sure are loaded and not over written by loading those mods last. Also, normally mod makers have prior versions of their mods on their forum threads, usually near the most updated downloads link, you should find A9 versions there.
look at all the mods makes my head hurt or maybe my headsets to tight no wait i just fixed it
Will this modpack be receiving an update any time soon?
Quote from: stereotypesweird on February 04, 2016, 03:56:44 PM
Will this modpack be receiving an update any time soon?
Nah, but I'm still waiting for the Alpha 9 update!