Menu

Show posts

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

Show posts Menu

Messages - Ded1

#181
Help / Re: Help Creating Modpack
November 20, 2014, 01:56:02 AM
Well i never actually messed with immersive rims smelter (other than stone into stone bricks) so i didn't realize that.  Works perfectly then.  And there are many mods that make uranium and missiles useful so that would be a nice option as well.  I basically wanted the player to have a few ways to get resources depending on their preference, or even use them all at once if wanted.
#182
yeah i plan to release a modpack of my own and am currently in the process of getting authorization to use said mods, at first its just gonna be a bulk download but from then i am going to start reworking the tech tree, combining workbenches that do the same thing, and do a little balancing if needed.
#183
Help / Re: Help Creating Modpack
November 18, 2014, 11:41:10 AM
Well at initial release its just gonna be the equivalent of a bulk download, however i will start from there to tweak it.  In the end i will have many things hidden behind other techs and (hopefully) less workbenches, cause i can think of one that is essentially a duplicate of another.

Though i am NOT looking forward to A8 mod updates.  That's gonna be a lot of work.

Btw can anyone recommend another mod that adds alternate resource gathering?  Astrotech is now off the list so i was hoping there would be other options.
#184
Help / Re: Help Creating Modpack
November 18, 2014, 05:29:57 AM
Yeah the new world thing isn't an issue i know about that, i thought the graphical glitches were a result of incompatibility of the mods.  I didn't know about needing to restart the game for it to work correctly.  But it seems that all the mods work correctly so all i have to do is get permission to include them and (this is where help comes in) modify glitter tech so its stuff isn't completely OP.  Though i guess since im not dealing with incompatibilities with mods a normal modding tutorial should work.  So i guess this thread can kinda die off unless i get stuck.  Thank you for your help.
#185
Help / Re: Help Creating Modpack
November 18, 2014, 02:25:08 AM
ok i will try with a new colony now then and see how it works, i do know there are errors though from the console, i hope i can recieve some help when i copy them over to here. Thanks.
#186
Help / Help Creating Modpack
November 18, 2014, 12:48:36 AM
So i plan to create a modpack however the mods i want to use have some minor incompatibility between them (as far as i can tell just texture issues, and some are hilarious, such as a trader hut being a giant potato).  The problem is i do not know how to fix any problems, so i came here asking what i might have to do.

Here is a list of the mods i would like to include (in no particular order).

TTM[Custom Events]
Turret Collection
Immersive Rim
EdB Interface UI Mod
Roof Support
Clutter Mod
PurpleIvy
Extended Surgery and Bionics
T's Mods
Apothecarius Seven
EdB Prepare Carefully
Enhanced Defence: Phoenix Edition (Shields, Embrasures, LaserDrill, VisibleRadius, WallConnect, Plants24H)
Less Incident Trolling (No fault version)
Miscellaneous w MAI
New Recipe Nurse Tool
Mining&Co.: Deepdriller MkII + MMS MkII
Turret Collection v1.5
Glitter Tech (i will be modifying this to be more in line with immersive rim)
Roof Bomb
I will be asking the authors of said mods for permission if i can actually get them to all play nice, if i cant then i wont make the pack and wont have wasted their time.  Of course all mod authors will receive proper credit as well as anyone who renders assistance.
#187
So im curious if you could do an immersive glitterworld as well?  I like the idea of super hightech stuff (and this and project armory give some yes i know) but that would be awesome.  If you cant i will try and modify it on my own to fit in with the game (strongest weapons but not broken OP powerfull)
#188
Yeah its been changed, the brain can be upgraded with an AI core, and he redid the benches recipie list so there are no duplicates.  He also has a brain surgery mod that would help with brain damage repair as well, for those who dont want to go bionic.  Plus with the new organ growing vats you can fix just about anything without bionics (just gotta carve up those annoying raiders).  I had a colonist who lost their jaw in a roof collapse and i grew a new one with the vat, then placed it on the colonist.  Works wonders.

PS. You may want to update prepare carefully as well, i just installed a fully updated version instead of the one in the pack but there is a bunch of stuff missing in this old version (specifically the ability to save colonists, then you can add the same one over and over again if wanted)

PPS.  Is it simple to make your own modpack? or does it take a bit of modding knowhow?
#189
you may want to remove more bionic parts and add instead Extended Surgery and Bionics.  It has everything that more bionic parts has and much more.  The author of more bionic parts even recommends using extended.
#190
I cant seem to get the option to use anything other than arms, legs, or eyes for bionic parts.  I have TTM installed and tried the version uploaded for that (from their page) but i have the same issues.
#191
Is it possible to make it so i dont have to have brain damage to give a colonist a cyberbrain?  In the process of turning one of my colonists into a full cyborg (at least as much as i can) and that is getting in the way, i dont know how to make sure her brain gets injured but not killed.