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RimWorld => Releases => Mods => Outdated => Topic started by: Slowtapus on October 20, 2014, 05:14:46 AM

Title: [MODPACK] (A8) Panic and Insomnia Mod Pack [Waiting for permissions for A9]
Post by: Slowtapus on October 20, 2014, 05:14:46 AM
Panic and Insomnia

Summary:

This is a mod pack that adds a variety of my favorite mods. The primary ideal behind it is to make the colony more self-reliant and to add more challenge and reward for overcoming that challenge.

Install Instructions:

Download:

0.81: http://www.mediafire.com/download/q03vbe67jokb5gh/Panic_and_Insomnia_0.81.zip


Support:

I will personally be handling all support for this mod pack. If you have a problem please PM me or post in this thread. I would greatly appreciate if you would let me know if you are using any extra mods and whatever information you think would be useful to me helping you and resolving the issue. I will be checking both at least once a day.

This includes inter-mod conflicts! If you find one let me know! Even if it doesn't crash your game and it's just annoying I want to fix it. After all I use this pack too.


Credits:

Apothecarius courtesy of JuliaEllie
EdB's Prepare Carefully, Interface and Load Order courtesy of EdB
Enhanced Defense (various modules) courtesy of Jaxxa
Less Incident Trolling courtesy of marvinkosh
Power Switch courtesy of Haplo
Modular Tables courtesy of Itchy Flea
Mining & Co. Mineral Sonar courtesy of Rikiki
Turret Collection courtesy of eatKenney
CyberneticsStorm courtesy of elStrages
IceSheet courtesy of iame6162013
RTG courtesy of ItchyFlea
Vas's Hydroponics - Steel courtesy of Vas
Non-Lethals courtesy of Skullywag
Central Heating courtesy of carlgraves
Ceiling Light courtesy of jaob814

Mod Links:

EdB's Interface: https://ludeon.com/forums/index.php?topic=5258.0
EdB's Prepare Carefully: https://ludeon.com/forums/index.php?topic=6261.0
EdB's Mod Order: https://ludeon.com/forums/index.php?topic=7454.0
Apothecarius: https://ludeon.com/forums/index.php?topic=5450.0
Enhanced Defence: https://ludeon.com/forums/index.php?topic=6636.0
CyberneticsStorm: https://ludeon.com/forums/index.php?topic=7970.0
IceSheet: https://ludeon.com/forums/index.php?topic=7882.0
Non-Lethals: https://ludeon.com/forums/index.php?topic=6034.0
Less Incident Trolling: https://ludeon.com/forums/index.php?topic=6892.0
M&Co Mineral Sonar: https://ludeon.com/forums/index.php?topic=8375.0
Turret Collection: https://ludeon.com/forums/index.php?topic=6895.0
Power Switch: https://ludeon.com/forums/index.php?topic=2890.0
Modular Hydroponics: https://ludeon.com/forums/index.php?topic=8349.0
RTG: https://ludeon.com/forums/index.php?topic=8338.0
Modular Tables: https://ludeon.com/forums/index.php?topic=4320.0
Ceiling Light: https://ludeon.com/forums/index.php?topic=8402.0
Central Heating: https://ludeon.com/forums/index.php?topic=8476.0

Feedback, and Updates:

I welcome any and all feedback you guys have. I love to see what other people think of what I do and I will be doing my best to make this an awesome modpack for everybody.

Testing for the launch of Alpha 8's version. Sorry for being slow.

Changelog:

0.81:


Parting Comments:

Thanks to all the awesome mod authors whom I have credited above for letting me include your mods.
Thanks to the community and anyone who tries the pack! I've made lots of mods for random games and even packs but I never release anything. So this is for you all!
Thanks to the peoples at Ludeon for making Rimworld.

Have fun and enjoy.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack
Post by: StorymasterQ on October 20, 2014, 08:24:17 PM
I would suggest also EdB's UI Mod.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack
Post by: Slowtapus on October 20, 2014, 11:39:43 PM
That was initially on the list however I wanted it to be something optional people could add on their own if they wanted it. Perhaps I should add a note linking to it and say as much?
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack
Post by: JuliaEllie on October 21, 2014, 04:34:10 AM
YAY cool modpack :) Im going to link it from my own mod post.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack
Post by: Slowtapus on October 21, 2014, 09:17:23 AM
Quote from: JuliaEllie on October 21, 2014, 04:34:10 AM
YAY cool modpack :) Im going to link it from my own mod post.

Awesome! I'm glad you like it and hope everyone else does too!
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack
Post by: marcusmcdad on October 23, 2014, 04:41:54 AM
Solid modpack, sir.  It's now my favorite!  :)
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack
Post by: Slowtapus on October 23, 2014, 05:55:33 AM
Quote from: marcusmcdad on October 23, 2014, 04:41:54 AM
Solid modpack, sir.  It's now my favorite!  :)

Thanks! I'm interested to know what you, and other people, think of Glittertech and it's inclusion. If people want a rebalancing of it I will talk to the author and see about doing that.

Personally I am relatively happy with it and think if anything it only needs minor changes. After all fire such as from T-9's or incendiary turrets are very effective against it.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack
Post by: Slowtapus on October 25, 2014, 12:22:30 AM
Bam! Weekly update complete. From feedback I got during playtesting I have taken a pass at balancing Glittertech. I also updated mods and even added a few bits and bobs.

You all seem to like this enough that you just download and play which is perfect! Hope you all enjoy 0.72. No rush to update. I will be keeping old versions available.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Calico on October 27, 2014, 07:44:10 AM
Very good Modpack! A interesting combination of mods that works quite well without further additions. I only added the Deepdriller and EnBs UI mod, although i'd like to add A2B conveyor too.

With "More Bionic Parts" beeing discontinued, are you considering switching to another mod?

Glitter Tech is pretty interesting... but even after the first balance patch i feel it's still to strong. The only (reliable) way to counter Glittertech is limited to 2 rather mediocre weapons or having Glittertech yourself. I believe it's mostly the insane high fire rate that makes it feel unbalanced. 2 Guys with APB-1 Rifles and some defenses take down more then a dozen non-glittertech raiders within like 20 seconds. The first balance patch made it a bit more balanced but it still needs some tweaking to get it right.
I did get some very funny memories out of it, like the one guy in full nano that managed to slip through a crack in the stone wall, grab a colonist and went out through the front entrance while 5 ppl shooting him constantly...and he escapes with the colonist without even taking a scratch. Thx to the balance patch this is now a memory of the past (hopefully).

I'd call it make second favorite modpack so far, with TTM only beeing slightly ahead. 
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on October 27, 2014, 08:02:08 AM
Quote from: Calico on October 27, 2014, 07:44:10 AM
Very good Modpack! A interesting combination of mods that works quite well without further additions. I only added the Deepdriller and EnBs UI mod, although i'd like to add A2B conveyor too.

With "More Bionic Parts" beeing discontinued, are you considering switching to another mod?

Glitter Tech is pretty interesting... but even after the first balance patch i feel it's still to strong. The only (reliable) way to counter Glittertech is limited to 2 rather mediocre weapons or having Glittertech yourself. I believe it's mostly the insane high fire rate that makes it feel unbalanced. 2 Guys with APB-1 Rifles and some defenses take down more then a dozen non-glittertech raiders within like 20 seconds. The first balance patch made it a bit more balanced but it still needs some tweaking to get it right.
I did get some very funny memories out of it, like the one guy in full nano that managed to slip through a crack in the stone wall, grab a colonist and went out through the front entrance while 5 ppl shooting him constantly...and he escapes with the colonist without even taking a scratch. Thx to the balance patch this is now a memory of the past (hopefully).

I'd call it make second favorite modpack so far, with TTM only beeing slightly ahead.


I didn't add deep driller because there is already a way to make materials with omniplants and I am not a huge fan of overlap. Though the only reason I don't have the conveyors is that I haven't played with them to know if I want them or not. As far as EdB's UI mod that was originally slated to be in the pack and I will likely look in to adding it in next update because of the responses I have gotten.

I will be making my own More Bionics Parts mod for it. Though I am relatively happy with what it adds right now so that may just mean updating it.

As far as glittertech goes I don't think what you can do on defense is ever an accurate representation of the power of items. You can do the same thing with good fortifications and m-16s just over a longer time. The balance wasn't meant to make them in-line with other items but instead make it reasonable for people without them to deal with people that do have them. This was primarily done by reducing the potency of nano armor and making it more enhancing than protecting and removing reactive armor altogether. As well as reducing the rate of fire very noticeably on most weapons.

So glittertech is still a tier above normal but it's an approachable tier instead of some insurmountable cliff. At least that was the hope. I may reduce the overall fire-rate a bit more on all of the weapons with a focus on the APB ones though. Since the APB weapons have the added benefit of being fire damage. I did find during testing that the APB rifle seemed potentially more powerful than the MRG which is not intended.

Also it should be fairly reasonable to down glittertech people (in close quarters) with normal bullet type weapons. The protection of nano-armor isn't that far off of normal power armor.

I have some hotfix changes but unless I get complaints about the things I fixed I think I am going to let people play a while before updating with them.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Calico on October 27, 2014, 08:47:18 AM
I don't like overlap too. I just felt that you always have a lot of farming to do anyway and the deepdriller made it more "rounded". But it's personal preference anyway.

Nice to hear that you plan on updating more bionic parts, i do like it very much and it fullfills most medical needs. Aside from those nasty "torso scars".

It was a a good decision to remove the reactive and bring the nano armour down a notch. It helped balance out things quite a bit. I also agree that APBs are the main part of the remaining problem. As far as countering them by forcing them into close quarters i didn't have that much luck. Even in a short range scenario, with some light defenses those 3 burst shots just tear through my colonists before they can manage to do any real damage. But maybe the god of RNG just decided that i won't win that battle, who knows. Needs more testing.

Aside from those balance issues i really had a great time playing the modpack. I'd only ask for one thing: could you add a bit more to the research descriptions? Maybe it's just me, but even after 2 1/2 playthroughs i still have trouble finding out what some of the research actually does. :D
Also, take your time, i never said "fix those things asap!!!". I'll be patiently awaiting the next iteration.   :)
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: ehkodiak on October 28, 2014, 07:18:31 AM
Really funky modpack - thanks for putting it together. I spent HOURS last night playing this! Glittertech is nice but yes, it makes any other weapons obsolete.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on October 28, 2014, 02:08:57 PM
Quote from: Calico on October 27, 2014, 08:47:18 AM
...As far as countering them by forcing them into close quarters i didn't have that much luck. Even in a short range scenario, with some light defenses those 3 burst shots just tear through my colonists before they can manage to do any real damage. But maybe the god of RNG just decided that i won't win that battle, who knows. ...

By close range I really just meant a range where you could actually engage. Since the MRG rifle, EMRG, and APB-Projector can engage at or outside of m24 range. Glad you enjoy it! I'd expect the next iteration around friday. Just to let everyone have plenty of time building and losing colonies first.

Did projectile weapons seem 'relatively' effective against the armor now? Since it offers other benefits than protection I may tune it back a wee bit more. I may also make it craftable though I am not sure on that yet.


Quote from: ehkodiak on October 28, 2014, 07:18:31 AM
Really funky modpack - thanks for putting it together. I spent HOURS last night playing this! Glittertech is nice but yes, it makes any other weapons obsolete.

I'll be taking another pass at balancing glittertech soon. I always hated when you get to using something and then it gets nerfed to oblivion. So I try to go on the conservative side of nerfing first and then tune it in. Instead of rubber-banding back and forth until I hit balance. Awesome that you enjoy it!
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: BinaryBlackhole on October 29, 2014, 03:54:19 AM
extended sugey now contains more bionic parts pleases use this we need robot legs.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on October 29, 2014, 11:56:19 AM
Quote from: BinaryBlackhole on October 29, 2014, 03:54:19 AM
extended sugey now contains more bionic parts pleases use this we need robot legs.

There are already bionic legs. I'm not a fan of tank tread legs though. Personal preference. It's just a bit too silly for me. As well extended surgery gets rid of the brain implant modules such as the adrenal regulator that I actually quite like.

So for me adrenal regulator etc. > tank tread legs. Also I don't know if it covers it but being able to have pants on while having tank tread legs would also be quite silly.

I had thought about this though so fair point and I have nothing against the mod I just don't think it fits for this pack. You are however welcome to remove MBP and replace it with extended surgery yourself if you want.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Calico on October 29, 2014, 08:03:35 PM
Quote from: Slowtapus on October 28, 2014, 02:08:57 PMsnip!

After several hours more testing i do believe that the armor reduction helped balance things, making High Tier vanilla weapons (M-24, R-4 Charge, etc.) a lot more effective (given enough time). I'd say it's good enough, Nanos don't feel two tiers better and a lot more in line with the power armour. Still better but not god tier anymore. Like it should by If you ask me. I'm unsure about making it craftable.... it's ok when for me when some very high tier things are outside the capabilities of a small colony on a rimworld. my2cents ofc.

Weapons continue to be a bigger problem. Fire rate to high, allowing for such huge amounts of DPS that even numerous, entrenched defenders have trouble getting more then a few shots of before dying from several burn injuries. Pretty much what the last 2-3 pages in the glittertech thread say. This goes especially for the APBs, rifles and pistols.

I get the feeling that glittertech (the original mod) could be great, but it's kinda missing the "mid-tier" between the vanilla weapons and the 25th century weapons glittertech introduces.

Your way of balancing things makes a lot of sense to me.... i'd rather take many small adjustments over the nerf things to the ground and start buffing them up later cause the nerf was way to hard approach. Given some time and testing i'm sure you'll strike the right balance.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on October 30, 2014, 09:34:00 AM
Quote from: Calico on October 29, 2014, 08:03:35 PM
...


Thanks for the feedback! I'll be releasing the next iteration today with more glittertech balancing. I may well at some point end up adding another tier to it as that had been my thought initially as well.

I had tweaked and reduced the fire rate considerably on APB's especially the pistol and projector. But you're right. I think it needs further tuning down.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: kokuto on November 03, 2014, 02:04:22 PM
For some unknown reason, during the midst of testing this mod pack out for myself. The mining workbench and electronic workbenches seem to bug out. They are only able to produce the bill for one item each and this retroactively affected my other save games.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on November 03, 2014, 04:51:05 PM
Quote from: kokuto on November 03, 2014, 02:04:22 PM
For some unknown reason, during the midst of testing this mod pack out for myself. The mining workbench and electronic workbenches seem to bug out. They are only able to produce the bill for one item each and this retroactively affected my other save games.

I'll try to reproduce. What was going on when this happened?

Edit: If you are using EdB's UI mod I would figure that would be the culprit.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Calico on November 03, 2014, 07:30:08 PM
It's a bug likely related to the Mining&Co. he hotfixed it over the weekend, after release of the modpack. TTM also suffers from the bugged version, making the Deepdriller a glorified Rockminer.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: kokuto on November 03, 2014, 10:37:40 PM
Quote from: Slowtapus on November 03, 2014, 04:51:05 PM
I'll try to reproduce. What was going on when this happened?

Edit: If you are using EdB's UI mod I would figure that would be the culprit.

I was just using the mods included in this mod pack, not any additional ones. All I can tell from what occurred was after researching the advanced drill head and other parts associated with mining, there was no option to create the more advanced parts. This of course, doomed my ability to mine for more advanced resources.

I recall that the electronics bench got stuck on only being able to make bio-batteries from potatoes despite having more advanced research.

Edit: I got the hotfixed version of Mining&Co which did fix that issue. The new bug appears to be a visual bug regarding the hydroponic grown medical plants of all three colours. They appear to grow as unknown pixel things, only when they are harvested do they appear as what they should be.

Also, it appears the visual bug affects the roaming traders' tent that they set up when they visit.

Do you happen to have any clue about the possible source? It did not happen before.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on November 05, 2014, 12:18:01 AM
Quote from: kokuto on November 03, 2014, 10:37:40 PM
...Edit: I got the hotfixed version of Mining&Co which did fix that issue. The new bug appears to be a visual bug...
Do you happen to have any clue about the possible source? It did not happen before.

I know that I don't have those bugs with 3.1 of deep driller. Since it's confirmed that it's deep driller I will look at what the problem is and fix it as soon as possible. The graphical issue is probably introduced by the updated mining and co. Do you all like it's inclusion enough to put up with the bugs here and there?

Edit: I am near 100% sure this is an issue introduced in the changed assembly for mining&co. Deepdriller (not common) 3.2. I'm trying to figure out what it is so I can get the info to the author and fix it.

This is, by the way, an issue with Misc.'s traders but not the apothecarius flowers. Those are meant to look like little pixely flowers that are green and (color of flower). They dont look like normal flowers until grown.

I have found the issue More complex than I had thought. Still looking in to it.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: kokuto on November 06, 2014, 01:47:01 AM
The flower pixel issue seems to fix itself once you actually disable all mods and then enable them again in proper sequence, the same seems to go for the trader tents.

Its not totally stable but it seems to work that way for me.

I was thinking of adding the extended surgery and bionics mod to test if it works with the selection for this pack, since additional options for bionics would be welcome. Manufacturing your own is way easier than waiting for the traders since the upper tier weapons you get tends to blow limbs off raiders and you need good prosthetics / bionic limbs to make them viable again once recruited.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on November 07, 2014, 07:14:43 PM
Quote from: kokuto on November 06, 2014, 01:47:01 AM
The flower pixel issue seems to fix itself once you actually disable all mods and then enable them again in proper sequence, the same seems to go for the trader tents.

Its not totally stable but it seems to work that way for me.

I was thinking of adding the extended surgery and bionics mod to test if it works with the selection for this pack, since additional options for bionics would be welcome. Manufacturing your own is way easier than waiting for the traders since the upper tier weapons you get tends to blow limbs off raiders and you need good prosthetics / bionic limbs to make them viable again once recruited.

You can already create your own prosthetics. Research the right thing and then make a prosthetic work bench. The version of MBP I have in this pack has the brain chips still but it lacks the tank treads of extended. So you can give them boosts to things like consciousness that you couldn't with extended.

Edit: I was waiting to see if Mining & Co. would fix the graphical incompatibilities but am updating now. Future updates are going to be slower as modding progress seems to have slowed down.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Ded1 on November 15, 2014, 09:02:41 AM
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.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on November 16, 2014, 01:42:38 AM
Quote from: Ded1 on November 15, 2014, 09:02:41 AM
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.

I will try it again soon. However last time I tried it did NOT have everything more bionics had. To be precise it was missing the brain upgrade parts. As well it had overlap on bionic making benches. These may have changed though so I will take a look at it.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: AurOn2401 on November 16, 2014, 07:46:10 AM
It was taken over by a new person, so possibly.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Ded1 on November 16, 2014, 03:56:46 PM
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?
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on November 19, 2014, 12:10:53 AM
Quote from: Ded1 on November 16, 2014, 03:56:46 PM
...

PPS.  Is it simple to make your own modpack? or does it take a bit of modding knowhow?


It depends on if you are going to make tweaks to the mods or not. If you are just going to put them all in together with no changes to any of them then it's as easy as making a post and a .zip. Modding in general for this game is quite easy though. So even if you wanted to make tweaks it isn't hard.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Ded1 on November 19, 2014, 07:29:13 AM
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.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on December 11, 2014, 12:55:16 PM
Quote from: Ded1 on November 19, 2014, 07:29:13 AM
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.


Awesome! Hope to see it. That said I am not dead.

I expected a new patch sometime this month so I was just waiting. I will also be using Minus' bionic mod now. Update will be coming Tuesday the 16th - this is to let mods get updated and to see what new mods crop up. Hope everyone enjoys their December!
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: kokuto on December 15, 2014, 12:19:38 AM
I await the next iteration to the mod pack.

If the bionics mod doesn't get updated, perhaps the Cybernetic Storm Mod may be a viable replacement. Then again, both have areas that overlap.
Title: Re: [MODPACK] (Alpha 7) Panic and Insomnia Mod Pack 0.72
Post by: Slowtapus on December 16, 2014, 04:37:15 PM
Quote from: kokuto on December 15, 2014, 12:19:38 AM
I await the next iteration to the mod pack.

If the bionics mod doesn't get updated, perhaps the Cybernetic Storm Mod may be a viable replacement. Then again, both have areas that overlap.

I'll look into it. Given that only about half the mods in the pack have been updated so far things may be late. It's the holidays so I get it. I've also not been in a Rimworld mood for the last while. Though it's coming back.

So I will be looking for alternatives and hoping mods get updated. I will try to release as soon as possible.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Slowtapus on December 22, 2014, 08:27:01 PM
0.81 up! Enjoy! If I made any mistakes let me know.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Izule2003 on December 27, 2014, 07:28:12 AM
How long should it take to work? I have put all mods into mod folder and moved them into order indicated in the pastebin, but now i am just on mods screen waiting to go back to the game, Rimworld shows up as not responding. Wondering if anyone else is having issues with this. Any help would be appriciated. Edit- Noticed after doing the mod order in was supposed to quit and restart game, performed that and tried to restart been about five minutes and still waiting at a white screen with not responding, might try this mod pack again later seems like I cant get it to run, kinda sad.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Slowtapus on December 28, 2014, 09:51:04 PM
Quote from: Izule2003 on December 27, 2014, 07:28:12 AM
...might try this mod pack again later seems like I cant get it to run, kinda sad.

Odd. I don't have that problem. I will look into it. Is there any way to get in better contact with you to help with this? PM me if so.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Utherix on December 30, 2014, 04:20:47 PM
I love this modpack! Keep it up!
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Epyk on January 06, 2015, 03:08:35 PM
Great mod pack!
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Hayhorse on January 06, 2015, 07:06:05 PM
Norton freaked out over the .dll files in the end of these mods, restoring them now, god Norton they are just .dll files and it also grab a classlibrary5.dll file that is allegedly from my OS so Norton just tried to kill my laptop I think!

EDIT: The modpack wouldent work because Apoth and Central heating were loading before the core game after adding them.

EDIT 2: They seem to cause the game to not load after loading them even with a different name to allow loading the game still crashes it with a blank log, any fix for this?
Mods enabled: Apothecarius, Central heating, EDBInterface/mod order/ prepare carefully, ED-Core/Deepstrike/Embrasures/Lazerdrill/Omnigel/Personalsheilds, Icesheet, LIT, M&Co. common/MMS, RTGs, Extended Bionics, Turrets pack (A8 conversion), Vas Hydroponics and the Front NDP from small NPD mod.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Kriyppler on March 23, 2015, 11:08:28 AM
Will this come back?
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Slowtapus on March 23, 2015, 01:41:00 PM
Quote from: Hayhorse on January 06, 2015, 07:06:05 PM
Norton freaked out over the .dll files in the end of these mods, restoring them now, god Norton they are just .dll files and it also grab a classlibrary5.dll file that is allegedly from my OS so Norton just tried to kill my laptop I think!

EDIT: The modpack wouldent work because Apoth and Central heating were loading before the core game after adding them.

EDIT 2: They seem to cause the game to not load after loading them even with a different name to allow loading the game still crashes it with a blank log, any fix for this?
Mods enabled: Apothecarius, Central heating, EDBInterface/mod order/ prepare carefully, ED-Core/Deepstrike/Embrasures/Lazerdrill/Omnigel/Personalsheilds, Icesheet, LIT, M&Co. common/MMS, RTGs, Extended Bionics, Turrets pack (A8 conversion), Vas Hydroponics and the Front NDP from small NPD mod.


That is very odd and not a problem I had. There was a EdB's mod order mod in it I believe. Which should have let you just change the order. Given that small NPD was not in the original pack I am going to guess that was the problem.


Quote from: Kriyppler on March 23, 2015, 11:08:28 AM
Will this come back?

I'm playing with a mod assortment now so I could bring it back if everyone is interested.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Kriyppler on March 23, 2015, 03:08:20 PM
Quote from: Slowtapus on March 23, 2015, 01:41:00 PM

Quote from: Kriyppler on March 23, 2015, 11:08:28 AM
Will this come back?

I'm playing with a mod assortment now so I could bring it back if everyone is interested.
Yes I'm absolutely interested. I felt like Epyk pack added too much stuff to the game whereas this mod pack felt alot easier to get your head around with having alot less researching options ingame and things along that line.

Definitely interested!
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Slowtapus on March 23, 2015, 06:47:57 PM
Quote from: Kriyppler on March 23, 2015, 03:08:20 PM

...Definitely interested!


Any requests for it then? I'm waiting on permissions and sorting out the tweaks now.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Igabod on March 23, 2015, 08:18:02 PM
Quote from: Slowtapus on March 23, 2015, 06:47:57 PM
Quote from: Kriyppler on March 23, 2015, 03:08:20 PM

...Definitely interested!


Any requests for it then? I'm waiting on permissions and sorting out the tweaks now.

I say any mod pack with a name like Panic and Insomnia needs the Darkness (https://ludeon.com/forums/index.php?topic=10327.0) mod. And any mod pack including Darkness needs Caveworld Flora (https://ludeon.com/forums/index.php?topic=9277.0). And maybe the Graves (https://ludeon.com/forums/index.php?topic=11501.0) mod too.
Title: Re: [MODPACK] (Alpha 8) Panic and Insomnia Mod Pack 0.81
Post by: Kriyppler on March 23, 2015, 09:18:25 PM
Quote from: Igabod on March 23, 2015, 08:18:02 PM
Quote from: Slowtapus on March 23, 2015, 06:47:57 PM
Quote from: Kriyppler on March 23, 2015, 03:08:20 PM

...Definitely interested!


Any requests for it then? I'm waiting on permissions and sorting out the tweaks now.

I say any mod pack with a name like Panic and Insomnia needs the Darkness (https://ludeon.com/forums/index.php?topic=10327.0) mod. And any mod pack including Darkness needs Caveworld Flora (https://ludeon.com/forums/index.php?topic=9277.0). And maybe the Graves (https://ludeon.com/forums/index.php?topic=11501.0) mod too.
These all seem pretty fitting. I'd say throw Hospitality (https://ludeon.com/forums/index.php?topic=11444.0) in the mix and you'd have a pretty sweet modpack.
More Mechanoids (https://ludeon.com/forums/index.php?topic=9221.0) Looks pretty cool too but I've never used it so that's really up to you.