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RimWorld => Releases => Mods => Outdated => Topic started by: herrcaptain on March 01, 2015, 06:24:58 PM

Title: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: herrcaptain on March 01, 2015, 06:24:58 PM
Rimsearch - Longer Research, More Fun

For people with too much free time!

Description

Rimsearch is a Rimworld modpack that compiles several amazing community mods that make things more realistic or add more stuff to build and craft. In its current version it makes these mods play nice together, and then increases research times so that colonies will generally want to have a dedicated researcher. Future plans involve gradually adding in additional mods, creating a proper tech tree, and (hopefully) making some neat changes to the research system itself.

This mod was very much inspired by the amazing (but currently out of date) Tech Tree Minami Modpack but nothing has been taken directly from that mod.

See the attached Install_Instructions.txt file for notes on mod loading order!!!

Download

NexusMods:

http://www.nexusmods.com/rimworld/mods/77/

Or via GitHub:

https://github.com/herrcaptain/Rimsearch

Changelog


# Rimsearch Changelog

### 2015-03-07: 0.8.5

Added Less Incident Trolling mod (v.1.2.2)

Added Animal Hide Working mod (v.2.04)

Added Industrialisation mod (v.0.96)

Increased research times for two research techs included in industrialisation.

Increased base pistol range from 10 to 20 and decreased medium-range accuracy from 35% to 25% as I felt that the ranges included in Combat Realism were too low but that it should still be difficult to hit from a distance for an inexperienced shooter.

### 2015-03-01: 0.8.1

Updated Advanced Lamps to v.6.0 and fixed a small bug I had introduced into its wall lamps.

### 2015-03-01: Initial release of version 0.8.0.

Added initial mod load, increased research times, and made compatability patches between third-party mods. Added in a new item: Academic Shirt based off of button-down shirt but a bit more expensive to craft and boosts research speeds by 15%. This may be removed at a later version now that Apparello has been added to the pack, as it has several items that serve a similar function.



What is Included?

In the current 0.8.5 release this modpack includes the following mods:

Combat Realism & Combat Realism Defence

- Author: NoImageAvailable
- Current version in pack: V.1.1
- Site/Forum: http://ludeon.com/forums/index.php?topic=9759

This mod and submod overhauls the combat system to increase weapon ranges to more realistic levels and changes the damage system to make combat more realistic and brutal. The submod adds in several new defensive structures.

Apparello - Armor & Apparel

- Author: Shinzy
- Current version in pack: Apparello 1.5 for Alpha 9
- Site/Forum: http://ludeon.com/forums/index.php?topic=5085

This adds in a ton of new apparel and items - including craftables.

T's Mods

- Author: Telkir
- Current version in pack: 1.6.0
- Site/Forum: http://ludeon.com/forums/index.php?topic=4373

This is a package of separate mods that add cotton production to the production chain (you now grow raw cotton and have to process it at a textile bench), more floor and bed options, and expanded crops as well as a few other things. This includes all of T's Mods except for [T] MoreBedsVanilla as it is redundant with another of his mods.

Advanced Lamps

- Author: Igabod
- Current version in pack: 6.0
- Site/Forum: http://ludeon.com/forums/index.php?topic=6813

This adds in a bunch of new lamp options, including one that is built into a conduit wall. Amazing!

Temperature Control

- Author: Igabod
- Current version in pack: 2.2
- Site/Forum:  http://ludeon.com/forums/index.php?topic=8223

Adds more heating and cooling options, including heated floors!

Modular Tables

- Author: ItchyFlea
- Current version in pack: 1.43
- Site/Forum:  http://ludeon.com/forums/index.php?topic=4320

Adds more heating and cooling options, including heated floors!

Industrialisation

- Author: eatKenny
- Current version in pack: 0.96
- Site/Forum:  http://ludeon.com/forums/index.php?topic=8902

Adds some heavy industries into the game, such as: core mining, nuclear power, and concrete production.

Animal Hide Working

- Author: ItchyFlea
- Current version in pack: 2.04
- Site/Forum:  http://ludeon.com/forums/index.php?topic=2569

Adds in the ability to make carpet out of animal hides as well as taxidermy!!!

Less Incident Trolling

- Author: MarvinKosh
- Current version in pack: 1.2.2
- Site/Forum:  http://ludeon.com/forums/index.php?topic=6892

Decreases the odds of bad events happening such as eclipses and crop blights. No more eclipses every month. Just how many moons does this planet have???

Rimsearch

- Author: Herrcaptain
- Current version in pack: This one!
- Site/Forum: http://github.com/herrcaptain/Rimsearch

Increases research times for all vanilla techs as well as those included in mods. Adds new item: Academic Shirt to boost research speed a bit. Makes tweaks and compatibility patches to other mods in pack.

Compatibility

I have tested this mod fairly extensively using the following UI mods:

- EdB ModOrder http://ludeon.com/forums/index.php?topic=7454 - Highly recommended! Install and load it first, then re-open the Mods list in game to install other mods.

- EdB Interface http://ludeon.com/forums/?topic=5258 - Probably the single best mod available for Rimworld. Seems to work great alongside Rimsearch.

- EdB Prepare Carefully http://ludeon.com/forums/index.php?topic=6261 - I haven't tested this one as much but it doesn't seem to cause any problems while loaded with the other mods.

- Pawn State Icons - http://ludeon.com/forums/index.php?topic=9163 - Another amazing UI mod. Also highly recommended and seems to play nice with Rimsearch.

You're welcome to try anything else as well - I'm not the boss of what you do in your game! Let me know what works and what doesn't.

Compatibility Notes: Any other mods that affect vanilla weapons, walls, rock walls, rock chunks, bodies, or body parts (for human and mechanoid pawns) are incompatible with the changes in Combat Realism. If you really want to try a mod that changes any of these make sure you load it higher in your load order than CombatRealism and Rimsearch. New instances of these things (like a new gun or wall type) should work but likely won't be balanced correctly. Additionally, any new research definitions will not have an increased length.

Known Issues

None at this time, but this is an early release and there are bound to be some problems. Please let me know if you encounter any! Also, the mod is likely far from balanced at the moment.

Future Plans

- Add in additional mods (but gradually, to ensure balance and compatibility)
- Create a proper tech tree between the included mods and with additional steps
- Revise the crafting chain between the included mods to eliminate redundancies
- (Hopefully) Revamp and expand the research system to make it necessary to create proper research labs full of useful equipment.
- Inevitable bugfixes and balance patches.

Licensing Info

This work that I have personally done for this Modpack (anything in the Rimsearch mod itself) is completely open. Do whatever you want with it. Modify it, fork it, marry it (where permissible by law). Whatever. Credit and a link back to the original modpack would be nice, but I'm not going to be a dink about it.

The contained mods outside of the Rimsearch mod all belong to their original creators. See their respective sites for licensing info.

Credits

The authors of each included mod are listed with their respective mod(s) above. They did the real work for this pack - I just tweaked things a bit and put it all together.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.0) Longer research times and community modpack
Post by: Novellum on March 01, 2015, 06:56:56 PM
Ooh, this looks nice. Might I add that Rimfire is a good weapons mod that already has a Combat Realism compatibility patch, and all the weapons are vanilla friendly.

Will definitely keep an eye on this though.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.0) Longer research times and community modpack
Post by: herrcaptain on March 01, 2015, 07:19:48 PM
Quote from: Novellum on March 01, 2015, 06:56:56 PM
Ooh, this looks nice. Might I add that Rimfire is a good weapons mod that already has a Combat Realism compatibility patch, and all the weapons are vanilla friendly.

Will definitely keep an eye on this though.

Oh, wow! I've only played around with Rimfire a bit but I quite liked it. I hadn't realized that it worked with Combat Realism or I likely would have put it in this initial version. I'll take a look and add it soon.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.0) Longer research times and community modpack
Post by: MyNameIsSpyder on March 01, 2015, 10:37:09 PM
Nice idea, I've never seen a semi-realistic ( Semi because Rimworld can NEVER be purely realistic without taking out the fun parts ) before.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.0) Longer research times and community modpack
Post by: MyNameIsSpyder on March 01, 2015, 10:56:19 PM
I just spent so long typing out a list with hyperlinks and images for examples of a bunch of mods I recommend to add, but accidently closed the browser. Just lemme type one up again... I'll ditch the images; they took too much effort.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.0) Longer research times and community modpack
Post by: MyNameIsSpyder on March 01, 2015, 11:10:05 PM
Here's the list; Animal Hide Working & Taxidermy (https://ludeon.com/forums/index.php?topic=2569.0), Darkness (https://ludeon.com/forums/index.php?topic=10327.0), Extended Surgery & Bionics (https://ludeon.com/forums/index.php?topic=7029.0), Less Incident Trolling (https://ludeon.com/forums/index.php?topic=6892.0), Rimfire (https://ludeon.com/forums/index.php?topic=9536.0), Prison Improvements (https://ludeon.com/forums/index.php?topic=10069.0), More Weather (https://ludeon.com/forums/index.php?topic=9057.0), Individual Appearences (https://ludeon.com/forums/index.php?topic=9505.0), aaaaaaaaand The Space & Prison Meals Mod (https://ludeon.com/forums/index.php?topic=5980.0). Draws Breath

P.S: Had to edit 'cuz hyperlink errors.  :P
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.0) Longer research times and community modpack
Post by: MyNameIsSpyder on March 01, 2015, 11:27:41 PM
I'll give some feedpack + pics ( I'll be using the mods I recommended, though, so it might have some additional stuff ) later.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.0) Longer research times and community modpack
Post by: herrcaptain on March 01, 2015, 11:45:22 PM
Thanks so much for the suggestions. A bunch of those I already do have plans to add to the pack (assuming that the mod makers are cool with it - I'll want to check first if they don't have clear licenses available as I don't want to step on any toes). I'll definitely check out the ones I'm not familiar with as well.

The next few releases of this pack will likely just be the inclusion of additional mods to get a baseline of "stuff" into it that I'm happy with. Right now it's still a bit bare for my own tastes (but still lots of fun). I just really don't like bugs so I'm trying to take a gradual approach to what I include, though I hope to have a ton of mods included in later versions. Somewhere over the next few weeks, once a few more mods are in place, I'll be putting together a more coherent tech tree to tie them all together.

By the way, as Novellum has mentioned, Rimfire has a Realistic Combat compatible mod. I've been playing it alongside my pack for the last few hours and nothing weird has happened so it looks like it should be totally compatible. I plan to include it soon, assuming the author is cool with it.

Anyway, I definitely welcome all feedback and bug reports. I know there is going to be a lot of work to get it all balanced nicely, but that will come around the time I start to put together the new tech tree.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: Listen1 on March 02, 2015, 06:48:43 AM
Oh sugar! Yes please! (Yes pleas) More modpacks for me love like these!

Spyder suggestions are great, I believe i've seen it before, but isn't there a mod that we can assign workers to the workbench? Should be a must have to this modpack.

Couldn't find it though

Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: herrcaptain on March 02, 2015, 12:27:27 PM
I haven't heard of a mod that does that, but that would be AMAZING. I know a lot of people are requesting it in the base game so hopefully we see that in one of the upcoming patches.

If anyone can find a mod that does this though, please let me know!
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: MyNameIsSpyder on March 02, 2015, 02:19:04 PM
Quote from: Listen1 on March 02, 2015, 06:48:43 AM
isn't there a mod that we can assign workers to the workbench? Should be a must have to this modpack.

Couldn't find it though
I don't believe that's a mod; I've browsed through all of my mods all the way to the alpha 7 ones and couldn't find any even resembling that. Good mod idea, though.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: erebus2075 on March 02, 2015, 04:34:06 PM
sounds really cool gonna try it
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: Listen1 on March 02, 2015, 05:57:33 PM
Yep, I was mistaken, there isn't such mod.

But that feature should be coming soon, wanna send my brain damaged one armed peg legged tribal man to make stone blocks all day.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: herrcaptain on March 02, 2015, 06:25:43 PM
I know the pain. Only the best craftsmen in my town get to make those sweet, sweet dusters and cowboy hats. Everyone else can just cut stone or clean up the ridiculous amounts of vomit pooling the hallways.

Anyway, tonight I'm going to see if I can get a few more mods working nicely in the pack. Rimfire (with the Combat Realism mod) works like a charm without any modification, though I want to get permission from the author before I actually pack it into the next release.

I've also started brainstorming a proper tech tree and I plan to draw up some preliminary blueprints soon to get some feedback from anyone interested in the pack. I want to make something relatively deep with lots of branching paths, similar to what you'd see in a 4x or other turn-based strategy games. I'm thinking that I'll structure it along several different industry/technology paths as the "main" techs and then have more specialized techs branch off of those at various points, some with multiple prerequisites.

For instance, at the start of the game you may only be able to research each of: Basic Crafting Tools, Basic Agriculture, etc. and then as you start to unlock those you'll meet the needs for more advanced versions of those fields as well as sub-fields. Like, unlocking Basic Crafting Tools might unlock the first levels of Basic Electronics and Basic Machining, and those in turn would unlock more advanced versions of themselves. All along the way you'd be unlocking minor techs that allow you to build or craft certain items, such as those introduced in the individual mods.

Obviously unlocking an empty tech is no fun, so I plan to add tech prerequisites to most of the craftable/buildable items so that those new techs serve a concrete purpose besides just opening up further research. Another idea I had that I think is interesting is techs that unlock ability buffs. For instance, maybe a hunting tech would give your pawns a +10% hit or damage against animals, or maybe an advanced medicine tech might reduce the risk of pawns getting sick. I'm almost positive that that will involve building new assembly dll's in C# (if it even is possible with the current version of the game), so that's more of a longer-term plan as I'm still wrapping my head around how all of that works. I have something of a programming background, but I've never worked in C# before and I need to get familiar with how the game works internally before I can start hacking away at that stuff.

Obviously as the tech tree expands it will start to take longer to research it all the way through, so as it gets developed I'll continue to tweak the tech times. I want it to take a fairly long time to research all the way through, but I also don't want the research portion of the game to feel boring so it will take a lot of balancing there.

As I've also mentioned previously, one other thing that I REALLY want to include in the pack eventually will be a mod that allows you to build a real research lab, with tools that speed up research (either overall or maybe even specific devices will speed research in specific fields). Again, that will absolutely involve dll coding so it's another longer-term plan.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: MyNameIsSpyder on March 02, 2015, 08:35:25 PM
Quote from: herrcaptain on March 02, 2015, 06:25:43 PM
Another idea I had that I think is interesting is techs that unlock ability buffs. For instance, maybe a hunting tech would give your pawns a +10% hit or damage against animals, or maybe an advanced medicine tech might reduce the risk of pawns getting sick. I'm almost positive that that will involve building new assembly dll's in C# (if it even is possible with the current version of the game), so that's more of a longer-term plan as I'm still wrapping my head around how all of that works.
You could just see how the vanilla game Pneumatic Picks tech works, and use that as an example.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: herrcaptain on March 02, 2015, 08:55:17 PM
Quote from: MyNameIsSpyder on March 02, 2015, 08:35:25 PM
You could just see how the vanilla game Pneumatic Picks tech works, and use that as an example.

Great idea! I had completely forgotten that there was already a tech like that. That should make that idea MUCH easier to implement.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: MyNameIsSpyder on March 02, 2015, 09:07:07 PM
Quote from: herrcaptain on March 02, 2015, 08:55:17 PM
Quote from: MyNameIsSpyder on March 02, 2015, 08:35:25 PM
You could just see how the vanilla game Pneumatic Picks tech works, and use that as an example.

Great idea! I had completely forgotten that there was already a tech like that. That should make that idea MUCH easier to implement.
How's the modding going? As a side note, I'd like to see a 'Auto Research Table' which would passively research things, but if you wanted them fast it would require a HUGE amount of power, while if it takes a smaller ammount it would be as slow as a level 2 researcher. Just an idea.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: herrcaptain on March 02, 2015, 09:10:51 PM
I replied to your PM before I saw this, but the modding is going good and I have a few more mods in place for the next release in a day or so. After I get 6 or 7 more "stuff" mods in place to add some content I'm going to turn my attention over to the tech tree for a while and start working on that.

Your idea for an auto-research table definitely sounds great. That won't be an immediate priority but I'd definitely like to include something like that in a later version once I turn my attention over to the lab-building portion of the mod.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: MyNameIsSpyder on March 02, 2015, 09:15:48 PM
Quote from: herrcaptain on March 02, 2015, 09:10:51 PM
I replied to your PM before I saw this, but the modding is going good and I have a few more mods in place for the next release in a day or so. After I get 6 or 7 more "stuff" mods in place to add some content I'm going to turn my attention over to the tech tree for a while and start working on that.

Your idea for an auto-research table definitely sounds great. That won't be an immediate priority but I'd definitely like to include something like that in a later version once I turn my attention over to the lab-building portion of the mod.
I'll just respond to your PM here; firstly, when did I mention Industrialization? I'm sorry if you're talking about something else, but it looked like you were talking about my suggestions, so I was a tad confused. Secondly, for the tech tree, I'd recommend a complete research overhaul ( Possibly with a new UI ) to help your pack stand out from the rest; it is focused on research, after all!
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: herrcaptain on March 02, 2015, 09:41:07 PM
You didn't mention Industrialisation, I was just letting you know which mods I was working on including into this pack at present. :-) The other two you had suggested and I've included (and plan to include some of your other suggested mods), but there are a bunch of others (like Industrialisation) that I plan to include as well to help flesh out the tech tree and because I think they're awesome and add a lot to the base game. That said, I'm making it as modular as possible so users will eventually be able to simply not enable any of the included mods that they don't feel like using (not quite seamless at the moment but in later versions I can probably make that happen by splitting the compatibility patches into different sub-mods).

As for the UI idea, that sounds really cool but it's definitely not a priority at the moment though I'll definitely consider it later on after the "meat" of the modpack is in place. It would be really nice, I'm just not much of a UI programmer (especially in a language I'm unfamiliar with like C#) and I'd rather focus on getting the tech tree in place first and other essentials in place first. That said, it would be really nice to be able to display the new tech tree in a branching table (to show prerequisites visually) instead of just as individual options in a list, so I do think it's a good suggestion if I can eventually implement it.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: Listen1 on March 03, 2015, 08:11:16 AM
I don't have alot of time, and i'm really busy with real life stuff, like planning a marriage, putting furniture in the apartment I just bought, working like crazy to pay debts, grow-up stuff. Can't help with programing, but can help you with the Tech-tree on my free time. I use for work a flow-chart maker named Lucidchart.

We can make a flow-chart with mods that you want to include, if you have a list of them I can send you a suggestion.

I believe you want something like Cut tree (default) Woodcutting (Default, Turns Wood into Logs), Woodworking (Research, Crafting wood planks for floors, furnitures, weapons and sculptures) Advanced wood working (Research, Makes composite bows, better flooring/furniture/weapons/sculputures)

I can help you in that fashion, if you wish.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: herrcaptain on March 03, 2015, 11:12:26 AM
Quote from: Listen1 on March 03, 2015, 08:11:16 AM
I don't have alot of time, and i'm really busy with real life stuff, like planning a marriage, putting furniture in the apartment I just bought, working like crazy to pay debts, grow-up stuff. Can't help with programing, but can help you with the Tech-tree on my free time. I use for work a flow-chart maker named Lucidchart.

We can make a flow-chart with mods that you want to include, if you have a list of them I can send you a suggestion.

I believe you want something like Cut tree (default) Woodcutting (Default, Turns Wood into Logs), Woodworking (Research, Crafting wood planks for floors, furnitures, weapons and sculptures) Advanced wood working (Research, Makes composite bows, better flooring/furniture/weapons/sculputures)

I can help you in that fashion, if you wish.

Hahahaha. I'm actually in the same boat as you! Planning a marriage, paying off student loans, working like a real person, etc. Thankfully I'm at least self-employed and mostly work from home so it's pretty easy to switch gears to a project like this after I've had enough of real work for a day. Anyway, I'd love any help in that regard. I've got a few loose plans for the tech tree but I'd love a second set of eyes on it. I originally started the preliminary planning in Xmind but it didn't seem ideal for it so I was planning to just switch over to Google Docs with its draw function (I use it a lot for work) but if you wanted to do something proper up in Lucidchart I'd be all over that. If you're up for it maybe shoot me your email in a PM so we can start talking about the structure of the tech tree. I'm still getting a few more mods incorporated before I really start to think about it concretely but I do have some loose goals.
Title: Re: [MODPACK](Alpha 9) Rimsearch (0.8.1) Longer research times and community modpack
Post by: Listen1 on March 03, 2015, 02:20:38 PM
Sure do, Capitan!
Title: Re: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: herrcaptain on March 07, 2015, 12:52:30 PM
2015-03-07: Updated to 0.8.5


What's Next?

This upcoming week is going to be bananas for me between work and my personal life, but I'm hoping to find the time to push at least one more update to add in a few more small mods. The goal at this point is to get another 5-10 mods in place and then turn our attention to the research system and tech tree for a while (as that is the whole point of this mod). Fellow forum user Listen1 has now joined the team and is helping me plan a coherent tech tree to bind all of these amazing mods together into a unified system.

Other Notes

Right now the longer tech times are just sort of hacked together. On average I have increased their research costs by roughly 3x, but this was just a fairly arbitrary way of stretching out how long it takes to get to the end of the tech tree. In future versions we will have a much deeper tech tree that will hopefully be more balanced and realistic while still taking much longer to work through. If you want to play with this modpack but don't want to use these longer tech times, just delete this file from the modpack and you'll have the regular research times: Rimsearch/Defs/ResearchProjectDefs/RS_ResearchProjects.xml
Title: Re: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: MyNameIsSpyder on March 17, 2015, 08:57:49 PM
Sorry for not responding for a while; computer's hard drive broke, and had to replace it. Downloading Rimworld back now.
Title: Re: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: Listen1 on March 19, 2015, 09:41:58 AM
Well, I believe I have two options with in life, or I stop one of the working/college/marriage or I can embrace the darkness... and become crazy

Well, if it works, i'll make money out of it :D

Have to do the flowcharts and test the new version of the mod.
Title: Re: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: MyNameIsSpyder on March 23, 2015, 07:56:13 PM
If you want I can make a story with your pack to help advertise the pack.
Title: Re: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: Pheanox on March 23, 2015, 08:50:16 PM
I noticed your readme was not updated with correct load order for the three new mods.  Any tips or recommendations for this, or simply put them in the bunch before Combat Realism?
Title: Re: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: Xerberus86 on March 25, 2015, 03:58:09 PM
question: can i also include other mods like rimsenal in your modpack? :)
Title: Re: [MODPACK](A9) Rimsearch (0.8.5) 2015-03-07 Added three new mods to pack
Post by: Listen1 on March 30, 2015, 06:53:46 AM
Xerberus, I believe they are compatible, would have to test it and see.

Well, i've been in a colony for almost 1 year, Deville, the name. Combat Realism hurted so bad as a stranger walked up and threw a grenade at the foot of my soldiers, only to die after a shot through the (heart!) torso. Boom, destroyed my power line, crippled 3 colonists, but we survived.

The delong on research made me go to full solar and batteries. When the times comes i'll keep researching other power means. Started concrete production to go wind turbines too.

It's almost a year and I still dosen't have geothermal or hidroponics, that's awesome! The game seen so much in depth now, so much to do. The only thing I disabled in the mod was Apparelo. In my humble opnion, it looks wrong in the colonists and it is too much junk to manage.

Added EDBs and PawnStateIcon, because who wouldn't? T's wood floors look amazing, stuffed animals are really nice, and modular tables are a must!