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Messages - crusader2010

#451
Outdated / Re: [A13] Mod MEGA PACK
May 06, 2016, 02:19:10 AM
Quote from: shampizle on May 06, 2016, 12:02:45 AM
Quote from: crusader2010 on May 05, 2016, 05:00:33 AM
Quote from: shampizle on May 05, 2016, 04:29:49 AM
Got this today it fixed itself once i built the walls

Never had that happen before. Was there anything special you did? Did you happen to add more mods to play with?
I do not have any other mods installed thats not in the pack. It started from the begining of a new game so there was no special instances or anything going on that would of been out of the ordinary

It might be a graphics glitch of some sorts. Remember to always close the game and reopen it after you finished looking through the Mods menu (or press Escape instead of the Close button). Might be something related to that.
#452
Outdated / Re: [A13] Mod MEGA PACK
May 05, 2016, 04:22:26 PM
Quote from: Undecided on May 05, 2016, 03:31:40 PM
I downloaded this modpack, and I'm having issues with visiting caravans not carrying (enough) ammo for their firearms, then just standing there spamming "Out of Ammo!" floating text rather than engaging in melee combat.

Anyone know what item in this pack might be causing this issue, and better yet, how to enable ammoless guns once again?

In order to not use ammo for your weapons you'd need to disable the CombatRealism mod and download other versions of various others.

Ammo is crafted at the machining table which needs to be researched. Before that, you have 2 options:
1. Use turrets. Especially the manned one. There won't really be a need for weapons until later on.
2. Create short bows and arrows at the "crafting spot"(press "G" when in the Production tab), and hide behind sandbags and embrasures.

PS: don't forget to assign loadouts (press the "Assign" button from the bottom menu bar).
#453
Outdated / Re: [A13] - Darkness Revamp (v1.0)
May 05, 2016, 02:04:33 PM
Hi! Is your mod compatible with CombatRealism and the stats it uses/changes for colonists/weapons?
#454
Outdated / Re: [A13] Mod MEGA PACK
May 05, 2016, 05:00:33 AM
Quote from: shampizle on May 05, 2016, 04:29:49 AM
Got this today it fixed itself once i built the walls

Never had that happen before. Was there anything special you did? Did you happen to add more mods to play with?
#455
Not really sure about this, but don't buildings have an increasing chance of breaking down over time and requiring a component to fix?
#456
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 07:38:13 PM
Quote from: Igabod on May 04, 2016, 12:56:39 PM
Yeah, the original Embrasures mod had them working like sandbags that were impassable by pawns. The code has changed quite a bit since then though so I'm not sure if it's possible to do that again but you can check the original mod out to see what they did. I've attached it to this post.

Thanks for the share! It seems I have found the issue. It's CR's cover system. Any type of object that you want to shoot through needs to have at most <fillPercent>0.75</fillPercent>. I'm playing around with a value of 0.7 for that one at the moment and <altitudeLayer>Waist</altitudeLayer>.

Apparently everything is working fine in this manner! Sniper rifles manage to hit people behind this cover most of the time, yet other burst weapons do hit the embrasures with some stray bullets from time to time. Sandbags have <fillPercent>0.65</fillPercent>, so it's worth it to use embrasures overall (thus the price should be increased a bit).

Is there a way to use "targetHitChanceFactor"(or any other tag) to make enemies on the other side of an embrasure have an increased chance of hitting the wall rather than what's behind it?
#457
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 12:48:11 PM
Quote from: skullywag on May 04, 2016, 12:40:33 PM
mine are at 0.99 and work fine.

Theyve never been a perfect solution, they mainly provide a safe firing position where melee cant get you, i dont think any have made the targets inside any harder to hit from range, Combat Realisms might might be worth checking that.

I remember from some older Alpha (10/11?) that they stopped a lot of bullets/arrows and very few could actually hit the colonists. I'll take a look at CR too to see what happens. Thanks for the info!
#458
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 12:38:41 PM
Quote from: skullywag on May 04, 2016, 12:19:38 PM
I have a standalone embrasures mod, that should have clues in it to your problem, but simply put if the embrasure doesnt take up a full cell it should be shootable through, so look for a fillpercent in the xml.

Thanks! I was just testing that  :D  Here are the results:
1. The initial value for the "fillPercent" was 0.99 which doesn't work.
2. The value 0.91 doesn't work either.
3. The values 0.8 and below do work (i.e. colonists can shoot through) - I'll keep testing to see what the highest threshold is, between 0.8 and 0.91 - BUT...
4. If the colonists get shot at from outside the embrasure, the behavior is the same as having nothing - they are completely useless and do not stop any bullets.

Any ideas? Hopefully it's not required to turn them into a 1-tile shield with a chance to deflect projectiles (not sure it's even possible).
#459
Outdated / Main thread update
May 04, 2016, 12:15:49 PM
Updated main thread with links and credits, and the issue of Embrasures not being able to be shot through.
#460
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 08:08:48 AM
Quote from: Ramsis on May 04, 2016, 07:51:32 AM
You're fine, nobody is going to tear your thread down, we usually give a week or so to people who still need to hyperlink mod pages before we go crazy and you did mention all the mods so you're doing better than most posters.

To the people who reported, thank you for your diligence but leave him alone. He's trying.

Thank you for the vote of confidence. I'm sorry that there is such looming hostility in this community, ready to jump at anything that satisfies their thirst(i.e. reporting the thread even when I specifically wrote about the updates twice). I don't remember things being this way back in alpha4 or 7. At least now I understand why there are almost no modpacks posted anymore. Being considered "guilty" from the start is not easy to take in.

I know I did the mistake of not reading thoroughly through the mods' descriptions for usage permission (I saw most of them not requiring any or being allowed directly), but I corrected that yesterday, shortly after posting the thread. Hopefully I didn't miss anyone.
#461
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 07:12:15 AM
Quote from: milon on May 04, 2016, 06:44:21 AM
Quote from: crusader2010 on May 03, 2016, 04:14:14 PM
Quote from: 1000101 on May 03, 2016, 03:53:42 PM
Simply put, because it's part of the rules for releasing modpacks.

Quote from: Mod release rules4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.

CCL is released under the unlicense so it doesn't specifically need credit based on that.  However, the forum rules still state that the mods used must be credited.

Other than that, the release notes for CCL recommending not including CCL directly but linking to it for modpacks.

I'll update the main thread, most likely tomorrow, when I have more time to look up each and every mod and provide the links and credits.

If no permission is given explicitly, I would encourage you to PM the author and ask directly. Either way, please post an update for the status of each mod involved. I'm bending the rules in your favor here. Don't let me down. ;)

Hi and thanks! I'm at work right now and can only reply to this. I won't let you down, I promise :D When I get home i'll do the update, as I said yesterday! Also, I did ask for permission for the mods that specifically required so. If I did miss someone I'll spefically ask to be notified (when I update the thread later today).

For the previous poster from page 1, that apparently has some frustrations related to modpacks, I really need to tell you this: i'm not gaining anything from posting this here but i'm actually wasting some of my free time. Unfortunately real life has its issues and can't always finish up on what I want when I want to. From this I have no idea how you could extrapolate that I am spitting in the face of modders and everything else that you said. All I wanted was to bring a bit of enrichment to some people(like myself) who like playing with lots of mods but cannot figure out in what order to set them up and such so that they mostly work, or simply don't have the time to put them together after searching for hours. I never claimed nor will I ever claim that someone else's work is mine. I'm a programmer, I know how it feels :) Please stop exagerating, I never wanted to do any harm to anyone. If you're only used to see the bad parts of people, then it's something that you have to deal with on your own. Good luck!
#462
Outdated / Re: [A13] Mod MEGA PACK
May 03, 2016, 04:14:14 PM
Quote from: 1000101 on May 03, 2016, 03:53:42 PM
Simply put, because it's part of the rules for releasing modpacks.

Quote from: Mod release rules4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.

CCL is released under the unlicense so it doesn't specifically need credit based on that.  However, the forum rules still state that the mods used must be credited.

Other than that, the release notes for CCL recommending not including CCL directly but linking to it for modpacks.

I'll update the main thread, most likely tomorrow, when I have more time to look up each and every mod and provide the links and credits.
#463
Outdated / Re: [A13] Mod MEGA PACK
May 03, 2016, 02:47:50 PM
Quote from: szemburger on May 03, 2016, 02:28:34 PM
I found only a single problem with this modpack. It looks nice and all but in the main menu there are no usable button other than Tynan's links. Can you look into it please?

Unfortunately I could not reproduce the issue. Just created a new "test" Rimworld for the mods (new folders and everything).

1. Entered the game;
2. Went to the Mods menu;
3. Mods were not loaded; pressed Close;
4. Quit the game;
5. Copied the "ModsConfig.xml" from the archive to the "%appdata%\....\Rimworld\Config" folder once again (the existing one had only the Core mod in it);
6. Reentered the game; all buttons were present and all mods were loaded properly.

If I remember correctly from some very old alpha versions, the disappearing menu buttons could be related to the localization (are you using the game in another language than English?). Try restarting the game, copying the ModsConfig.xml again, and try to change the Language to English.

In the "Prefs.xml" file (from %appdata%\...) there is a line:  <langFolderName>English</langFolderName>
I think this is how you change the language (not sure though).
#464
Outdated / [A13] Mod MEGA PACK
May 03, 2016, 01:58:23 PM
Hello everyone!  :D

I have decided to post the list of mods I am currently playing with to enhance the vanilla experience of Rimworld. All credits go to the mods' respective authors!




IMPORTANT:

  • This pack includes two mods that I modified slightly to try and get rid of the reported errors: LT_NoCleaningPlease and CombatRealism! If you find any game breaking issues please replace the .dll file from the "\[mod_name]\Assemblies\" folder with the one from "\[mod_name]\ORIGINAL DLL\". I did test them just now and everything SHOULD work fine - no "NULL" pawn errors, automatic turrets working, no "TraverseParms" errors, pawns not getting stuck while cleaning.
  • If you find any errors/bugs related to any mod, please check that mod's thread and this thread for previous occurrences! If the issue is not known make sure you write a reply/PM to inform that mod's author about it!
  • The Combat Realism mod is at its last version (1.6.5) before NoImageAvailable ceased development for it. Please report any errors related to loadouts or other CR-related misbehavior IN THAT THREAD (also search for Skullywag's Github link for CR bug reporting!).
  • Make sure you always exit the game and reenter it after going into the Mods menu, even if you did not do any changes. If not, you may experience strange behaviors in your games or they might even become corrupted(i.e. unable to make things work properly).




This thread is now locked and has been recreated here: https://ludeon.com/forums/index.php?topic=20669.0




NOTES:

  • If you're interested in making power armor helmets invisible, just comment/delete the following line from \Mods\CombatRealism\Defs\ThingDefs\Apparel_Hats.xml:
    <worngraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</worngraphicPath>
  • - The Rimsenal Security,AutoEquip and LT_RedistHeat are not currently working properly with this pack, thus I'm keeping them disabled; AreaUnlocker and DarknessRevamp only for convenience.
  • - There is a simple method for changing the mods list when you want to play with more versions of them: start the game with the -savedatafolder="X:\path_to_other_folder\other_folder\" option. This way you can point the game to load from a different save data folder. This includes the ModsConfig.xml so it's actually really easy to switch between playing different mod packs. The game will automatically create the subfolders "Config" and "Saves" if it does not find them at startup. Thank you MarvinKosh for this piece of information!




KNOWN ISSUES:

  • - The CombatRealism mod used to bug out sometimes - either with a "TraverseParms" error or a "NULL" pawn error. I've made a few changes to the .dll file that hopefully solve those errors.
  • - The LT_NoCleaningPlease mod used to bug out sometimes - your colonists got stuck cleaning. I've made a few changes to the .dll file that hopefully solve those errors.
  • - The AreaUnlocker mod seems to cause some issues on Linux/Mac, thus I disabled it for now. For me it's working perfectly, so you can keep it enabled if it works for you too (see mods' list for ordering).
  • - The Rimworld Westernization mod may generate some error messages in the debug console. This shouldn't affect game play too much, but if you're having game-breaking issues with any weapon from the mod, consider disabling it and letting the author know about the bugs.
  • - There is a mod overlap regarding hidden power conduits(you can ignore the research). This overlap is harmless and should be ignored; I simply did not want to edit the mods.
  • - The 81mm mortar seems to appear 3 times in the Security tab after researching everything.
  • - The blueprints you setup will not remain in the list after you save and load the saved game (not sure if this is intended).
  • - The ED-MoreVanillaTurrets mod doesn't seem to work with the latest turret improvements from CombatRealism. The turrets do work but they don't require ammo and such. If you find they are overpowered, simply disable the mod.




User guide to install:

1. Delete or move all mods from the "\Rimworld\Mods" folder (except "Core").
2. Go to:

  • For Windows users: C:\Users\[your user name]\AppData\LocalLow\Ludeon Studios\RimWorld\Config


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




ORDERED MOD LIST:

  • Core
  • CCL - by - CCL Team - LINK
  • CCL Vanilla Tweaks - by - CCL Team - LINK
  • EdB Mod Order - by - EdB - LINK
  • Darkness Revamp(SB) - by - Panggul_mas&Cram&Viceroy - LINK
  • Darkness Revamp Lights - by - Panggul_mas&Cram - LINK
  • Power Switch - by - Haplo - LINK
  • Miscellaneous CORE - by - Haplo - LINK
  • Miscellaneous Map Generator - by - Haplo - LINK
  • Miscellaneous Incidents - by - Haplo - LINK
  • More Sun Lamps - by - Rock5 - LINK
  • Heated Sun Lamps - by - Dismar - LINK
  • Recycle - by - Encode - LINK
  • RoofBomb - by - Skullywag - LINK
  • Enhanced Tabs - by - Fluffy (l2032) - LINK
  • Dermal Regenerator - by - Skullywag - LINK
  • Additional Lighting - by - Skullywag - LINK
  • Vein Miner - by - Julia Ellie & Gentz & Jackarbiter - LINK
  • Allow Tool - by - UnlimitedHugs - LINK
  • Smart Bears - by - Scaphismus - LINK
  • Less Incident Trolling - by - MarvinKosh - LINK
  • RT Fuse - by - Ratys - LINK
  • RT Solar Flare Shielding - by - Ratys - LINK
  • Hospitality - by - Orion - LINK
  • EdB Colonist Bar - by - EdB - LINK
  • DE Surgeries - by - DarknessEyes - LINK
  • Trade-12 - by - Shurp - LINK
  • ED-Autoloader - by - Jaxxa - LINK
  • ED-Omnigel - by - Jaxxa - LINK
  • ED-SubspaceTransponder - by - Jaxxa - LINK
  • ED-Moat - by - Jaxxa - LINK
  • ED-Embrasures - by - Jaxxa - LINK
  • ED-Laser Drill - by - Jaxxa - LINK
  • ED-Plants 24H - by - Jaxxa - LINK
  • ED-Reinforced Stuff - by - Jaxxa - LINK
  • ED-Shields - by - Jaxxa - LINK
  • ED-ClosableVent - by - Jaxxa - LINK
  • ED-PoweredVent - by - Jaxxa - LINK
  • ED-ReverseCycleCooler - by - Jaxxa - LINK
  • Better Coolers - by - Skullywag - LINK
  • Better Vents - by - Skullywag - LINK
  • ED-ReverseCycleCooler patch for BetterCoolers - by - Jaxxa - LINK
  • ED-ClosableVent patch for BetterVents - by - Jaxxa - LINK
  • ED-PoweredVents patch for BetterVents - by - Jaxxa - LINK
  • Extended Fabrics - by - Skullywag - LINK
  • No Fighting! - by - Happydacat - LINK
  • Fences - by - ItchyFlea - LINK
  • Modular Tables - by - ItchyFlea - LINK
  • Numbers! - by - Koisama - LINK
  • Area Unlocker - by - Fluffy (l2032) - LINK
  • Blueprints - by - Fluffy (l2032) - LINK
  • Medical Info - by - Fluffy (l2032) - LINK
  • BiomeSpawnTweak - by - Igabod - LINK
  • Ocean Biome - by - Jakub k. & Knainoa - LINK
  • Bulk Meals - by - Igabod - LINK
  • M&Co.: Mobile Mineral Sonar - by - Rikiki - LINK
  • Caveworld Flora - by - Rikiki - LINK
  • LT_NoCleaningPlease - by - Latta & Fluffy(l2032) - LINK
  • LT_Soiling - by - Latta - LINK
  • More Traits - by - TheFlameTouched - LINK
  • More Vanilla Turrets - by - Jaxxa & Marnador - LINK
  • Combat Realism - by - NoImageAvailable - LINK
  • Combat Realism Defence - by - NoImageAvailable - LINK
  • ED-Shields patch for CombatRealism - by - Jaxxa - LINK
  • ED-Embrasures patch for CombatRealism - by - Jaxxa - LINK
  • Expanded Prosthetics and Organ Engineering - by - Ykara - LINK
  • Combat Realism EPOE Patch - by - NoImageAvailable - LINK
  • High Caliber - by - eatKenny - LINK
  • High Caliber Combat Realism patch - by - eatKenny - LINK
  • Rimfire for CombatRealism - by - Alistaire - LINK
  • Rimworld Westernization Project - by - JackeryFox - LINK
  • Miscellaneous CORE patch for CR - by - Haplo - LINK
  • CompletTechSolution - by - Kexici - LINK
  • Solars Stuffed - by - Skullywag - LINK
  • Thermals Stuffed - by - Skullywag - LINK
  • Batteries Stuffed - by - Skullywag - LINK
  • Conduits Stuffed - by - Skullywag - LINK
  • SmallSolars Stuffed - by - Skullywag - LINK
  • Fast Floors - by - Igabod - LINK
  • Stonecutting Tweak - by - ItchyFlea - LINK
  • SkilledBuilder (Off) - by - Shadwar - LINK
  • Trade Request: Caravans - by - Kaizyn - LINK
  • Animu Hair - by - Shinzy - LINK
  • Rimsenal Hair - by - Rooki1 - LINK
  • Xeva Hair - by - Orion - LINK
  • Rimsenal Storyteller - by - Rooki1 - LINK
  • More Furniture - by - Anonemous2 - LINK
  • Mad Skills (Tiered) - by - Ratys - LINK
  • Component Factory - by - Wildcard82 - LINK
  • Extended Storage - by - Skullywag - LINK
  • AnimalHideWorking - by - ItchyFlea - LINK




CHANGELOG:

  • 13. Date: 02-06-2016 - Pack version v9.1 - Changed the assembly of CombatRealism to fix an issue with the automatic turrets (they were not firing anymore).
  • 12. Date: 01-06-2016 - Pack version v9 - Updated Hospitality mod to v1.13b and VeinMiner. Re-enabled ED-Autoloader. Made a few changes to the assemblies of LT_NoCleaningPlease and CombatRealism to try and fix some of the reported errors. Added the Extended Storage mod. Might require a new colony to play! Make sure you read the "IMPORTANT" section!
  • 11. Date: 24-05-2016 - Pack version v8 - Updated Hospitality mod to v1.13 (now has CR compatibility) and the KNOWN ISSUES section; disabled DarknessRevamp and AreaUnlocker mods to prevent some reported issues - if you want/need them, do enable them again(check the mods' list for ordering)!; added the AnimalHideWorking mod, and the CombatRealism patch for ED-Shields.
  • 10. Date: 20-05-2016 - Pack version v7.1 - Updated CCL to version 0.13.2.1. This will get rid of the bug with loading saved games!
  • 9. Date: 19-05-2016 - Pack version v7 - Updated CCL to v0.13.2; updated CR to v1.6.51. Added more mods: LT_Soiling, DarknessRevamp(brighter)+more lights addon, More Traits. Updated the KNOWN ISSUES section.
  • ...
  • 1. Initial release

#465
Hello! I would like to know if it's possible to create the following mods:

1. Animal pens. Basically I would like to be able to build an enclosed area in which animals can do their thing, maybe according to their type. For example, I want my chickens to stay in one place AND have a specific "hopper" that colonists can fill up with food. Alpacas, for example, should require a larger space to feel comfortable. If their area gets too crowded or the living conditions are bad, there should be an increasing chance that the animals go mad and start wrecking the enclosure to try and kill the colonists. If, on the other hand, they are happy with their space, mending, food,etc, they should get a bit of improved production(eggs, wool, milk, etc).

2. Colonist management (different from the colony management mod).
I would like to see a modifyable list, based on activity, comprised of the colonists that have that activity's priority set to 1(or highest among their own jobs). For example: colonists X and Y both have construction priority set to 1, thus they should appear on this list. Below, there should be the jobs that need finishing, based on this activity(i.e. everything that needs to be constructed, with the posibility to click on the item and center/select it on the map). Next up, I want to be able to assign these 2 colonists to do their activity(e.g. construction) only for the items I choose to. In other words, I want each pawn to work on what I tell them to, when the "need" to do that work arises (based on the priority), instead of doing it randomly(e.g. I want only certain people do build the furniture I've put on the map). Also, multiple item selection would be really useful (e.g. selecting all the wall tiles and assigning them to one guy, instead of one by one). Of course, the same colonist may appear at more than one activity (the categorization based on priority is needed to not clutter the list).

3. I want my pawns to actually finish their damn job that I'm forcing them to do, before going to do anything else. Right now I need to constantly force a guy to mine a plasteel tile for example, because it takes a lot of time and he gets tired etc. Is it possible to make this forcing action stick until the job is finished?

4. Expanding on no. 3, is it possible to force colonists to work an area rather than a single tile?(e.g. force him to mine all the compacted steel tiles, from an area I select[that is also previously marked as "to be mined"], instead of one by one).

5. Can a mod be done to prevent the colonist stupidity of, for example, building 3 out of 5 tiles that are near each other, then assigning another colonist for the 4th, and another for the 5th??? (Especially when there is a lot more work to be done in the colony anyway).

Thank you!