[A13] Mod MEGA PACK

Started by crusader2010, May 03, 2016, 01:58:23 PM

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crusader2010

Quote from: pieruler1 on June 02, 2016, 09:28:33 AM
I'm new to RimWorld, and I decided to try your mod pack, but I can't figure out how to disable the no cleaning mod without causing my save to not be able to load. Please help (Pardon me if I didn't realize that it would be a simple fix)

The save gets corrupted and you need to start over... OR try editing the save file and removing the line with that mod(in ....\appdata\ludeon\rimworld\saves). But if you have cleaning areas set up, this won't work. But I'd say you try the mod since I changed it a bit and there should be no more errors... if this is what you are concerned about.
My mod pack: {A13} Mod Mega Pack

masterzed

#346


Look the image

crusader2010

That's not possible unless you did something wrong when you installed the game and/or the pack. Literally, it's not possible if you install correctly: delete everything in Config folder, delete everything from Mods folder except Core, extract the archive in the Mods folder, copy ModsConfig.xml from the pack to the Config folder, enter Rimworld, open Mods menu, close Mods menu, close Rimworld, enter it again and play :) It's like the third time I'm writing this.
My mod pack: {A13} Mod Mega Pack

masterzed


Hey dude thanks for the work.

Have you try to incorpore this?



http://lttlword.ru/rimworld-a11b-pawn-state-icons

crusader2010

I think it's not compatible, but you are free to try it :)
My mod pack: {A13} Mod Mega Pack

masterzed

Quote from: crusader2010 on June 02, 2016, 11:10:13 AM
That's not possible unless you did something wrong when you installed the game and/or the pack. Literally, it's not possible if you install correctly: delete everything in Config folder, delete everything from Mods folder except Core, extract the archive in the Mods folder, copy ModsConfig.xml from the pack to the Config folder, enter Rimworld, open Mods menu, close Mods menu, close Rimworld, enter it again and play :) It's like the third time I'm writing this.




I finished to check 1 by 1 the mods and this are not in the ModConfig file. Take a look:

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBModOrder</li>
    <li>Darkness_Lights_A13_1.0</li>
    <li>PowerSwitch</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Incidents</li>
    <li>MoreSunLamps</li>
    <li>HeatedSunLamps</li>
    <li>Recycle</li>
    <li>RoofBomb-RoofBomb1.3</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>DermalRegenerator-DermalRegenerator1.5</li>
    <li>AdditionalLighting-AdditionalLighting1.6</li>
    <li>VeinMiner</li>
    <li>AllowTool</li>
    <li>Smart Bears</li>
    <li>LessIncidentTrolling</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
    <li>EdBColonistBar</li>
    <li>DESurgeries</li>
    <li>Trade-12</li>
    <li>ED-AutoLoader</li>
    <li>ED-OmniGel</li>
    <li>ED-SubspaceTransponder</li>
    <li>ED-Moat</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-Plant24H</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-Shields</li>
    <li>ED-ClosableVent</li>
    <li>ED-PoweredVent</li>
    <li>ED-ReverseCycleCooler</li>
    <li>BetterCoolers-BetterCoolers1.1</li>
    <li>BetterVents-BetterVents1.1</li>
    <li>ED-ReverseCycleCooler-BetterCoolers</li>
    <li>ED-ClosableVent-BetterVents</li>
    <li>ED-PoweredVents-BetterVents</li>
    <li>ExtendedFabrics-ExtendedFabrics1.2</li>
    <li>no fighting! (v1)</li>
    <li>Fences</li>
    <li>Modular Tables</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>SpawnTweak</li>
    <li>oceanmod</li>
    <li>Bulk_Meals</li>
    <li>M&amp;Co. MMS</li>
    <li>CaveworldFlora</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>LT_Soiling</li>
    <li>Trait Pack</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>ED-Shields-CR</li>
    <li>ED-Embrasures-CR</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>CombatRealism EPOE</li>
    <li>High Caliber</li>
    <li>High Caliber (Combat Realism Patch)</li>
    <li>Rimfire for CombatRealism</li>
    <li>Rimworld Westernization Project</li>
    <li>Misc_Patch_-_Core_-_CombatRealism</li>
    <li>CTS</li>
    <li>SolarsStuffed-SolarsStuffed-1.3</li>
    <li>ThermalsStuffed-ThermalsStuffed-1.3</li>
    <li>BatteriesStuffed-BatteriesStuffed-1.3</li>
    <li>ConduitsStuffed-ConduitsStuffed1.2</li>
    <li>SmallSolarsStuffed-SmallSolarsStuffed-1.4</li>
    <li>FastFloors</li>
    <li>Stonecutting Tweak</li>
    <li>SkilledBuilderOff</li>
    <li>TRCaravans</li>
    <li>AnimuHair</li>
    <li>Rimsenal_hair</li>
    <li>xeva_hair</li>
    <li>Rimsenal_Storyteller</li>
    <li>More Furniture</li>
    <li>Mad Skills</li>
    <li>Component Factory</li>
    <li>ExtendedStorage-ExtendedStorage1.5</li>
    <li>AnimalHideWorking</li>
  </activeMods>
</ModsConfigData>



crusader2010

Sorry, but have you bothered to read the first post? Just read it properly and you'll find your answer :)
My mod pack: {A13} Mod Mega Pack

masterzed

Quote from: crusader2010 on June 02, 2016, 12:07:43 PM
Sorry, but have you bothered to read the first post? Just read it properly and you'll find your answer :)

its very difficult to me understand the english but if you said its ok, well, it ok then... thank you. I ll bother you no more xD.  ::) ::) ::) ::)

magik20

is there a heavy industry mod for A13 that could be added to the mod pack?  I remember in A12 there was a mod that allowed for deep mining etc, basically a way to get steel, silver etc without having to strip mine the entire freaking map.

crusader2010

Quote from: magik20 on June 02, 2016, 02:25:57 PM
is there a heavy industry mod for A13 that could be added to the mod pack?  I remember in A12 there was a mod that allowed for deep mining etc, basically a way to get steel, silver etc without having to strip mine the entire freaking map.

Do you mean Industrialization? Haven't tested if it's fully compatible. If it introduces new items (like weapons and apparel) then it most likely won't be compatible with CR. Add it if you want and see what happens; I won't add it to the pack because it makes getting ores too easy after a while (at least in my opinion), and we have omnigel for that, which is quite balanced.

Quoteits very difficult to me understand the english but if you said its ok, well, it ok then... thank you. I ll bother you no more xD.  ::) ::) ::) ::)

No worries :) I just don't like answering questions that I specifically wrote about in the first post (it's a reason I did that! ;D ). And yes, it's ok; don't worry and enjoy playing!
My mod pack: {A13} Mod Mega Pack

Undecided

Quote from: crusader2010 link=topic=19800.msg226085#msg226085
Do you mean Industrialization? Haven't tested if it's fully compatible. If it introduces new items (like weapons and apparel) then it most likely won't be compatible with CR. Add it if you want and see what happens; I won't add it to the pack because it makes getting ores too easy after a while (at least in my opinion), and we have omnigel for that, which is quite balanced.

I play with Industrialization regularly with this modpack, and it seems fully compatible. It largely only adds three major features:
- Nuclear power plants, generators that consume uranium to make power
- Deep mines, to mine raw materials
- New materials (copper, aluminium, concrete, refined steel, etc)

While the deep mine feature does *seem* overpowered, it actually better balanced than omnigel is; the deep mine requires a steady supply of off-world resources (coolant for the drill, IIRC, cannot be made on planet but only bought from passing ships).

This is as opposed to omnigel which, as a plant, can work on a fully closed-loop cycle where you require no outside resources to produce more. And omnigel can even produce advanced things like medicine or cannon shells. So unlike deep mines, omnigel production makes you totally independent from the outside world.

crusader2010

Quote from: Undecided on June 02, 2016, 03:14:34 PM
Quote from: crusader2010 link=topic=19800.msg226085#msg226085
Do you mean Industrialization? Haven't tested if it's fully compatible. If it introduces new items (like weapons and apparel) then it most likely won't be compatible with CR. Add it if you want and see what happens; I won't add it to the pack because it makes getting ores too easy after a while (at least in my opinion), and we have omnigel for that, which is quite balanced.

I play with Industrialization regularly with this modpack, and it seems fully compatible. It largely only adds three major features:
- Nuclear power plants, generators that consume uranium to make power
- Deep mines, to mine raw materials
- New materials (copper, aluminium, concrete, refined steel, etc)

While the deep mine feature does *seem* overpowered, it actually better balanced than omnigel is; the deep mine requires a steady supply of off-world resources (coolant for the drill, IIRC, cannot be made on planet but only bought from passing ships).

This is as opposed to omnigel which, as a plant, can work on a fully closed-loop cycle where you require no outside resources to produce more. And omnigel can even produce advanced things like medicine or cannon shells. So unlike deep mines, omnigel production makes you totally independent from the outside world.

Indeed, it's a different take on balance that seems ok :) Omnigel has a huge downside though - you require A LOT to be able to do anything, which counterbalances the fact that it's self regenerating without needing to import anything from the outside world. Hydrophonics require power to run, they break down quite a lot, you also need to assign a lot of colonists to do plant work and it grows very slowly.

What I don't know and cannot find on the mod's page is what items you can make from the new minerals. There seems to be a CR patch to it(for some armor), but I'm not sure that the weapons (if any) actually work with CR.

Please let me know, after you crafted most of the stuff, if everything is ok and I'll take a look at the mod too on my next colony.

PS: Not sure if what we need are more power sources, but at least they provide a good option for those that don't want to play with CompletTechSolution (as it is a bit overpowered, provided you are lucky enough to not have any issues until they start producing).
My mod pack: {A13} Mod Mega Pack

masterzed

crusader,  sorry but did you said Auto Equip doesn't work with your mod pack?
I put away Better coolers and Better Vents and works.




crusader2010

#358
Well, that's a strange one. Never thought those 2 mods actually affect AutoEquip :o :o
If I remember correctly since I played, the mod can be put in the list without any issues, but colonists don't really care about what you set up regarding the apparel... basically it was completely ignored. It might have been that you cannot actually access the AutoEquip menu at all too!. The only incompatibility that I know of was with CR. How the hell do coolers affect apparel?! :o

In the picture, you are actually selecting outfits from the Loadouts menu (from CR mod)... which does work, but it's not related to AutoEquip! I think there should've been a new menu tab when selecting a colonist...

Also, your coolers look exactly like those from the BetterCoolers mod :)

PS: I see you changed some of the mods' order too and removed some of them maybe? Probably this is the real reason it's working, but you might have something else that is not. Thanks for letting me know though :)
My mod pack: {A13} Mod Mega Pack

masterzed

#359
i use this
<li>ED-PoweredVent</li>
    <li>ED-PoweredVents-BetterVents</li>

You are the mastermind here... xD...

This is my ModConfig

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>Pawn State Icons</li>
    <li>AutoEquip</li>
    <li>RW_Manager-0.13.0.3</li>
    <li>EdBModOrder</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>CombatRealism EPOE</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Misc_Patch_-_Core_-_CombatRealism</li>
    <li>AdditionalLighting-AdditionalLighting1.6</li>
    <li>AllowTool</li>
    <li>AnimalHideWorking</li>
    <li>AnimuHair</li>
    <li>Darkness_Lights_A13_1.0</li>
    <li>PowerSwitch</li>
    <li>MoreSunLamps</li>
    <li>RW_AreaUnlocker-0.13.0.1</li>
    <li>BatteriesStuffed-BatteriesStuffed-1.3</li>
    <li>SpawnTweak</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>Bulk_Meals</li>
    <li>CaveworldFlora</li>
    <li>CTS</li>
    <li>Component Factory</li>
    <li>ConduitsStuffed-ConduitsStuffed1.2</li>
    <li>DarknessRevampSB</li>
    <li>DESurgeries</li>
    <li>DermalRegenerator-DermalRegenerator1.5</li>
    <li>ED-AutoLoader</li>
    <li>EdBColonistBar</li>
    <li>ED-ClosableVent</li>
    <li>ED-ClosableVent-BetterVents</li>
    <li>ED-Embrasures</li>
    <li>ED-Embrasures-CR</li>
    <li>ED-LaserDrill</li>
    <li>ED-Moat</li>
    <li>ED-OmniGel</li>
    <li>ED-Plant24H</li>
    <li>ED-PoweredVent</li>
    <li>ED-PoweredVents-BetterVents</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-ReverseCycleCooler-BetterCoolers</li>
    <li>ED-Shields</li>
    <li>ED-Shields-CR</li>
    <li>ED-SubspaceTransponder</li>
    <li>ExtendedFabrics-ExtendedFabrics1.2</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>ExtendedStorage-ExtendedStorage1.5</li>
    <li>FastFloors</li>
    <li>Fences</li>
    <li>HeatedSunLamps</li>
    <li>High Caliber</li>
    <li>High Caliber (Combat Realism Patch)</li>
    <li>Hospitality</li>
    <li>LessIncidentTrolling</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>LT_RedistHeat</li>
    <li>LT_Soiling</li>
    <li>M&amp;Co. MMS</li>
    <li>Mad Skills</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>Modular Tables</li>
    <li>More Furniture</li>
    <li>Trait Pack</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>no fighting! (v1)</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>oceanmod</li>
    <li>Recycle</li>
    <li>Rimfire for CombatRealism</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimworld Westernization Project</li>
    <li>RoofBomb-RoofBomb1.3</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>SkilledBuilderOff</li>
    <li>SmallSolarsStuffed-SmallSolarsStuffed-1.4</li>
    <li>Smart Bears</li>
    <li>SolarsStuffed-SolarsStuffed-1.3</li>
    <li>Stonecutting Tweak</li>
    <li>ThermalsStuffed-ThermalsStuffed-1.3</li>
    <li>TRCaravans</li>
    <li>Trade-12</li>
    <li>VeinMiner</li>
    <li>xeva_hair</li>
  </activeMods>
</ModsConfigData>