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RimWorld => Releases => Mods => Outdated => Topic started by: simon-82 on November 01, 2015, 02:28:54 PM

Title: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 01, 2015, 02:28:54 PM
(http://i.imgur.com/CBhaZ7c.png)

The modpack has a website / blog now :)

Visit http://simon-82.github.io/ModVarietyPack
and find everything related to the modpack! (plus some (more or less interesting) blog posts by me :P)

★ A list of all the features can be found here (http://simon-82.github.io/ModVarietyPack/features/)
★ A list of all mods included in the pack can be found here (http://simon-82.github.io/ModVarietyPack/modlist/)
★ Download links and installation instructions are here (http://simon-82.github.io/ModVarietyPack/download/)

Powered By
(http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=16599.0)

________________
Found a bug? Got a problem / an idea / a question?
Use the Github issue tracker (https://github.com/simon-82/ModVarietyPack/issues) please.
It is much easier to keep track of such things on Github. Thanks in advance!

Do you wanna join / help?
Pull Requests are always welcome

________________
Some lovely screenshots by some awesome players (like you!):
Built a great colony? Want your screenshot here? Just let me know and I add it ☻

Colony by @onearchitype:
(http://i.imgur.com/x1o1opa.png)

Colony by @Kitsune:
(http://i.imgur.com/RHlPOeI.jpg) (http://i.imgur.com/RHlPOeI.jpg)

Colony by @tapkevich, 2 images because it's so big :):
(http://i.imgur.com/zvOVijY.jpg) (http://i.imgur.com/zvOVijY.jpg)

(http://i.imgur.com/7jgRzuf.jpg) (http://i.imgur.com/7jgRzuf.jpg)

________________
All licenses are respected and where necessary I asked the mod authors for permission first.
That being said, I really don't want to step on any toes.
So if you feel I might have done something wrong, just send me a pm and we can hopefully figure it out ☻

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 01, 2015, 03:46:35 PM
Looks legit.
Always wanted a modpack based on Realistic Combat weapon balance.
Absolutely despise Seeds at this point of my Rimworld experience, but whatever lol.
Will give this a try.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 01, 2015, 04:07:50 PM
Quote from: Sukha on November 01, 2015, 03:46:35 PM
Looks legit.
Always wanted a modpack based on Realistic Combat weapon balance.
Absolutely despise Seeds at this point of my Rimworld experience, but whatever lol.
Will give this a try.
I hear you. But I always felt that just planting whatever is kinda easy. That's why I made a) all seeds craftable and b) increased  the stack size to 500. And the core issue I found was that almost all plants seemed to be too equal. To the point that it felt almost "cosmetic" to plant something else than rice. Plants and their seeds need to be researched here and become much more efficient in higher tiers. 
Thanks for trying it out and looking forward to your feedback!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 01, 2015, 05:15:50 PM
Right off the bat I can say, I like the overall quality of the mod. Feels very clean. Research tree is very well done for once lol.

A few UI elements are missing. Like the ability to assign priorities to all colonists not 1 at a time, same thing with medicine. Stonecutters table needs separate queries for different types of blocks.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 01, 2015, 05:27:39 PM
Looking forward to this.
This is just an information do what you will with it, but gentleman from what i heard he was making a remake of UOM.
What i mean is maybe you could share ideas? i guess.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 01, 2015, 05:40:13 PM
Quote from: Sukha on November 01, 2015, 05:15:50 PM
A few UI elements are missing. Like the ability to assign priorities to all colonists not 1 at a time, same thing with medicine.
I don't quite get what you mean there. You can copy/paste the work priorities on the right side of the panel. If that is what you mean?
What do you mean with medicine? The health tab in the colonist menu?

QuoteStonecutters table needs separate queries for different types of blocks.
I was thinking about that but didn't implement it because I don't see the point there. You can choose what blocks get made by selecting it in the "details" view anyway. And for certain blocks getting made first, you can prioritize them in the bills overview. Or am I missing something here?


Quote from: Dopper on November 01, 2015, 05:27:39 PM
Looking forward to this.
This is just an information do what you will with it, but gentleman from what i heard he was making a remake of TOM.
What i mean is maybe you could share ideas? i guess.
Thanks. And sure, if anybody wants to contribute to the project, I am open to all kinds of pull requests :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: silentwolf123 on November 01, 2015, 05:41:53 PM
A few screenshots may go a long way
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 01, 2015, 05:46:38 PM
COOL...

Your under my radar now...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 01, 2015, 05:54:19 PM
Quote from: silentwolf123 on November 01, 2015, 05:41:53 PM
A few screenshots may go a long way
Without you quoting someone I believe you are talking about the modpack itself?
What kind of screenshots would you like? I actually don't think any particular screenshots are useful tbh...

Quote from: TheGentlmen (GENTZ /'jen(t)z/) on November 01, 2015, 05:46:38 PM
COOL...
Your under my radar now...
o.O
Is that a good or a bad thing?
Hmm, now that I read your signature... *hides from the bricks being thrown*
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 01, 2015, 05:59:35 PM
Quote from: simon-82 on November 01, 2015, 05:54:19 PM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on November 01, 2015, 05:46:38 PM
COOL...
Your under my radar now...
o.O
Is that a good or a bad thing?
Hmm, now that I read your signature... *hides from the bricks being thrown*
""it's probably the best news for me today, that GENtzZ no longer bothering me." -Sky"
Your basically doomed. :)

Quote from: simon-82 on November 01, 2015, 05:54:19 PM
Quote from: silentwolf123 on November 01, 2015, 05:41:53 PM
A few screenshots may go a long way
Without you quoting someone I believe you are talking about the modpack itself?
What kind of screenshots would you like? I actually don't think any particular screenshots are useful tbh...

Pictures of a few things shall be nice... general stuff in ze modpack...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 01, 2015, 06:05:28 PM
Quote from: simon-82 on November 01, 2015, 05:40:13 PM
I don't quite get what you mean there. You can copy/paste the work priorities on the right side of the panel. If that is what you mean?
What do you mean with medicine? The health tab in the colonist menu?

In Work tab, an option to edit each priority for all colonists at once.

Quote from: simon-82 on November 01, 2015, 05:40:13 PM
What do you mean with medicine? The health tab in the colonist menu?
Not sure what mod this is, but both UOM and SK have this Medicine tab where you can see all medicine options for your colonists.
When you get 20+ colonists switching through all of them is tedious to say the least.

Quote from: simon-82 on November 01, 2015, 05:40:13 PM
I was thinking about that but didn't implement it because I don't see the point there. You can choose what blocks get made by selecting it in the "details" view anyway. And for certain blocks getting made first, you can prioritize them in the bills overview. Or am I missing something here?

If I put Limestone blocks to create until 200 and then create marble until 50. Marble blocks wont be made, if I switch the order then 50 marble blocks will be made and 150 limestone blocks. Its not crucial, but everything that improves the UI is a godsend this game.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Morkul on November 01, 2015, 06:11:05 PM
I really like it, exept for the seed part.

Most of the crop you grow you actually harvest and eat the seeds you can plant.  As the system is now it's plain stupid.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 01, 2015, 06:28:28 PM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on November 01, 2015, 05:59:35 PM
""it's probably the best news for me today, that GENtzZ no longer bothering me." -Sky"
Your basically doomed. :)
If you have any feedback, ideas or find bugs, log a github issue please :)
Thanks in advance!

QuotePictures of a few things shall be nice... general stuff in ze modpack...
Hmm, maybe I can come up with some. Let's see.
Anyway, there is a full modlist on the release page for everybody to read ;)

Quote from: Sukha on November 01, 2015, 06:05:28 PM
In Work tab, an option to edit each priority for all colonists at once.
QuoteIf I put Limestone blocks to create until 200 and then create marble until 50. Marble blocks wont be made, if I switch the order then 50 marble blocks will be made and 150 limestone blocks. Its not crucial, but everything that improves the UI is a godsend this game.
Can you log a github issue for those two? That would be great, so I can keep track of the issues that come up :)

QuoteNot sure what mod this is, but both UOM and SK have this Medicine tab where you can see all medicine options for your colonists.
When you get 20+ colonists switching through all of them is tedious to say the least.
Sounds pretty useful! If you could find out what mod that is I would love to add it.

Quote from: Morkul on November 01, 2015, 06:11:05 PM
I really like it, exept for the seed part.
Most of the crop you grow you actually harvest and eat the seeds you can plant.  As the system is now it's plain stupid.
Well, you actually end up with more seeds than you started with after a while. That's when you can start crafting better seeds for better plants you have researched. The other way would be to buy simple seeds from a trader and craft them into better ones.


Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 01, 2015, 06:38:53 PM
RW_MedicalInfo by fluffy is the mods you'll be looking for.

You should not include CCL with ze modpack. Its for the end user to add manually.
Research Info By Fluffy has been integrated with CCL V0.12.4. You'll need to remove it from ze modpack.

As for the stone cutting thing, what you prob need is itchy's stone cutting tweaks, which separates it into 4 diff recipes.
It does not remove the vinnila recipe tho, if you want to remove it you'll have to use my NoStone CCL special Injector which ya can grab from my modpack. Under: ResearchTreeUnlocker\Defs\ModHelperDefs\MakeMeHappy.xml & ResearchTree\Assemblies\NoStone.dll
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 01, 2015, 06:42:02 PM
By the way forgot to mention, im waiting for someone to make "grand" things with this mod hope you find it usefull/interesting:
https://ludeon.com/forums/index.php?topic=16423.0 (https://ludeon.com/forums/index.php?topic=16423.0)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Vic_Boss on November 01, 2015, 07:40:56 PM
Is this not supposed to work with the current release? I've been trying to install it and get all mods working but I keep getting the 'incompatible or corrupt mods' message that keeps stopping me from activating the mods, I've tried a fresh install, re-downloading and everything else, what gives?

I haven't installed any other mods either, just the ones in this pack.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 01, 2015, 08:11:02 PM
Quote from: Vic_Boss on November 01, 2015, 07:40:56 PM
Is this not supposed to work with the current release? I've been trying to install it and get all mods working but I keep getting the 'incompatible or corrupt mods' message that keeps stopping me from activating the mods, I've tried a fresh install, re-downloading and everything else, what gives?

I haven't installed any other mods either, just the ones in this pack.

What do you mean? did you follow the instructions in the readme?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 01, 2015, 08:32:54 PM
not everyone who uses these forums knows how to report an issue on git hub.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 01, 2015, 08:41:31 PM
Quote from: Sukha on November 01, 2015, 05:15:50 PM
Right off the bat I can say, I like the overall quality of the mod. Feels very clean. Research tree is very well done for once lol.

A few UI elements are missing. Like the ability to assign priorities to all colonists not 1 at a time, same thing with medicine. Stonecutters table needs separate queries for different types of blocks.

Since Enhanced tabs is loaded after Edb interface, the edB interface is overwritten, and the nice feature across the top to set every colonist to the same number in mass is missing.  Change the order of those two mods, loading edb after enhanced tabs, and you will get the top bar back, but loose the sorting ability provided by Enhanced.

Stone cutting just needs the stone cutting tweeks mod.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 01, 2015, 09:01:32 PM
I dont understand your problem with the way stone cutting is handled, just create a bill with the type of stone you want enabled and disable the rest.

to avoid another post, i think the glassworks is broken, at least in my build. (can build and assign bills, but no one ever does them or can i assign a pawn to do it, the tooltip doesnt show when i right click)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 01, 2015, 11:48:45 PM
Quote from: Dopper on November 01, 2015, 09:01:32 PM
I dont understand your problem with the way stone cutting is handled, just create a bill with the type of stone you want enabled and disable the rest.

to avoid another post, i think the glassworks is broken, at least in my build. (can build and assign bills, but no one ever does them or can i assign a pawn to do it, the tooltip doesnt show when i right click)

He is used to the stone tweeks mod, where you can set do until by stone type, for each stone, and never have to change it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 01, 2015, 11:55:51 PM
Bug, Tailors table is available before tailoring is researched. I am already tailoring cloths right after crafting 1.... then saw that tailoring unlocks the tailors table. 
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 12:56:29 AM
Glass works has no workgiver, so can not be used. Which means many things can not be built...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 02, 2015, 03:40:24 AM
Quote from: TLHeart on November 01, 2015, 08:41:31 PM
Quote from: Sukha on November 01, 2015, 05:15:50 PM
Right off the bat I can say, I like the overall quality of the mod. Feels very clean. Research tree is very well done for once lol.

A few UI elements are missing. Like the ability to assign priorities to all colonists not 1 at a time, same thing with medicine. Stonecutters table needs separate queries for different types of blocks.

Since Enhanced tabs is loaded after Edb interface, the edB interface is overwritten, and the nice feature across the top to set every colonist to the same number in mass is missing.  Change the order of those two mods, loading edb after enhanced tabs, and you will get the top bar back, but loose the sorting ability provided by Enhanced.

Stone cutting just needs the stone cutting tweeks mod.
Enhanced has the same functionality, but you need to click the column headers  (i.e. jobtype names) to mass assign priorities.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 04:01:02 AM
Quote from: Fluffy (l2032) on November 02, 2015, 03:40:24 AM
Quote from: TLHeart on November 01, 2015, 08:41:31 PM
Quote from: Sukha on November 01, 2015, 05:15:50 PM
Right off the bat I can say, I like the overall quality of the mod. Feels very clean. Research tree is very well done for once lol.

A few UI elements are missing. Like the ability to assign priorities to all colonists not 1 at a time, same thing with medicine. Stonecutters table needs separate queries for different types of blocks.

Since Enhanced tabs is loaded after Edb interface, the edB interface is overwritten, and the nice feature across the top to set every colonist to the same number in mass is missing.  Change the order of those two mods, loading edb after enhanced tabs, and you will get the top bar back, but loose the sorting ability provided by Enhanced.

Stone cutting just needs the stone cutting tweeks mod.
Enhanced has the same functionality, but you need to click the column headers  (i.e. jobtype names) to mass assign priorities.

Thx for the Info guys!

I think Rimsenal weaponry needs some balancing. Its way too good compared to other weapons. Especially considering how high the hit % are. Dmg needs to be toned down quite a bit.

Seeds.... winter comes crops die seeds go to shit. During winter colonists reseed the field since its warm enough, cold comes again crops die again. No more seeds gg, wp, best feature I r8 8/8.
Even if you bring up arguments that you can micromanage field sowing. The mechanics are still shit for this, since you cannot set any rules on when to seed when not to etc. If you mistime this, you are forced to collect crops before 100% which gives no seeds back.

Can someone explain to me what they find so appealing about Seeds mod? Is it the fact that it supposingly limits your ability to just farm away? Because it really doesn't. Just buy a metric ton of seeds at the beginning of the game and you can farm to your hearts content.
Farming is already balanced by the work required to maintain it. I would rather like to see a mod that limits the farmable land at the beginning and makes the player cultivate land first before farming is possible. I am not talking about crazy shit that requires electricity. I am talking about irrigation and fertilizer that was practiced by humans long before electricity.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 02, 2015, 06:30:55 AM
Alright, thanks for all the feedback so far!
New release is up. I think I got all the serious issues that came up.

Regarding Github, it's really not that hard reporting an issue there and it's much easier to keep track of things for me. Just follow the link I gave you in the OP. I would really appreciate it :)

Quote from: Sukha on November 02, 2015, 04:01:02 AM
I think Rimsenal weaponry needs some balancing. Its way too good compared to other weapons. Especially considering how high the hit % are. Dmg needs to be toned down quite a bit.
I didn't modify the Rimsenal weapons myself and I actually don't plan to do so, at least for now. Rooki1 made the weapons compatible with Combat Realism and they are pretty powerful, you are right. On the other hand they are really hard to make (skillwise and costwise) and are your end-game heavy weapons. Once you reach that phase with huge raids you will need some powerful weapons to survive.

QuoteSeeds.... winter comes crops die seeds go to shit. During winter colonists reseed the field since its warm enough, cold comes again crops die again. No more seeds gg, wp, best feature I r8 8/8.
Even if you bring up arguments that you can micromanage field sowing. The mechanics are still shit for this, since you cannot set any rules on when to seed when not to etc. If you mistime this, you are forced to collect crops before 100% which gives no seeds back.
Regarding winter and you losing seeds, I think that's what the sunlamp is for. If I play on cold biomes I focus on indoor growing pods with sunlamps and heaters. So I would never lose crops/seeds and can grow all year round. That is, if I don't lose power ;)

QuoteCan someone explain to me what they find so appealing about Seeds mod? Is it the fact that it supposingly limits your ability to just farm away? Because it really doesn't. Just buy a metric ton of seeds at the beginning of the game and you can farm to your hearts content.
Farming is already balanced by the work required to maintain it. I would rather like to see a mod that limits the farmable land at the beginning and makes the player cultivate land first before farming is possible. I am not talking about crazy shit that requires electricity. I am talking about irrigation and fertilizer that was practiced by humans long before electricity.
While I can understand you don't like seeds, I really do like having them. You just have to plan around them when growing
And yes, it's more work to maintain a field with seeds. But once that gets too much to handle for the colonists you should be ready to deploy some haul-bots and it should be fine.
By the way, interesting idea about the farmable land! Could be done by tweaking the map generator maybe. And implementing an easy way to create soil or rich soil right from the start.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 06:53:05 AM
Quote from: simon-82 on November 02, 2015, 06:30:55 AM
I didn't modify the Rimsenal weapons myself and I actually don't plan to do so, at least for now. Rooki1 made the weapons compatible with Combat Realism and they are pretty powerful, you are right. On the other hand they are really hard to make (skillwise and costwise) and are your end-game heavy weapons. Once you reach that phase with huge raids you will need some powerful weapons to survive.

You say you are making a modpack based on Combat Realism balance, yet you have no plans on adjusting weapon balance. -wtf?
Endgame weapons u say? I am playing on Hildegarde Extreme, raiders usually carry rimsenal weaponry in this modpack. Not to mention rimsenal raids themselves. And are not in any way limited by game progression. If rimsenal weapons were actually scarce and hard to get, I would agree with their stats. In my game right now I have 10 collonists all of them packing rimsenal weapons.

Quote from: simon-82 on November 02, 2015, 06:30:55 AM
Regarding winter and you losing seeds, I think that's what the sunlamp is for. If I play on cold biomes I focus on indoor growing pods with sunlamps and heaters. So I would never lose crops/seeds and can grow all year round. That is, if I don't lose power ;)
While I can understand you don't like seeds, I really do like having them. You just have to plan around them when growing.

Closeminded argument,- maybe a player wants to farm without sunlamps.... stacking on food during growing seasons and surviving winter.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 02, 2015, 07:46:15 AM
@Sukha;
The modpack also includes combat realism, so if rimsenal is balanced for combat realism, that should be ok. I can totally see why simon doesn't want to alter the individual mods when the author already did this balancing (if you don't agree with that balancing, go bug the author, I'm sure he has his reasons!).

As for seeds, I personally hate them in all scenarios so I'll definitely turn them off when I try this pack tonight. On the other hand, if you want to play the way you describe, how hard is it to just disable seeding in autumn, hope to get your last harvest in on time and then start seeding again in spring?

(that being said, this does give me an idea for a little mod to manage farming settings)

P.S. Modders are providing additional content for free. You can ask for improvements, back them with arguments, and even disagree about how something is implemented - but it's not the modders responsibility to do it your way, or even please potential users. You might want to remember that when you ask for changes. In the end, if you don't like something, don't use it, or make it yourself just the way you like it.
This is my opinion at least.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 02, 2015, 08:00:39 AM
Quote from: Sukha on November 02, 2015, 06:53:05 AM
You say you are making a modpack based on Combat Realism balance, yet you have no plans on adjusting weapon balance. -wtf?
Endgame weapons u say? I am playing on Hildegarde Extreme, raiders usually carry rimsenal weaponry in this modpack. Not to mention rimsenal raids themselves. And are not in any way limited by game progression. If rimsenal weapons were actually scarce and hard to get, I would agree with their stats. In my game right now I have 10 collonists all of them packing rimsenal weapons.
Of course I want to adjust weapon balance where necessary. All the extra weapons are already modified by me. Just not the rimsenal weapons. And this was on purpose.
As for you getting them so easy, that's not as I intended.
I was just spawning a bunch of raids to test this and didn't have that many guys with rimsenal weapons. Sure, the rimsenal faction has them, but other than that, not so much.
Can you help me here? Which faction had most of them?
And let's say, the rimsenal weapons keep their stats. You got an idea how to restrict their availability? They are hard to craft already and pretty expensive to buy. The thing is, other factions shouldn't carry them in mass. Maybe that's the only real problem here?
I plan on adding a bunch more of the normal weapons form project armory and have the rimsenal stuff as endgame. That's the plan anyways.

QuoteCloseminded argument,- maybe a player wants to farm without sunlamps.... stacking on food during growing seasons and surviving winter.
I think we are agreeing here on not agreeing at all :)
If you want to do it that way, go ahead. But then you of course run the risk of losing it all once your crops start dying in winter time. But that's entirely your fault by not planning accordingly. And you chose to do it that way when there are other options. I was just trying to show you a solution to the problem you described.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dismar on November 02, 2015, 08:35:20 AM
Hey you have Pumpkin listed twice in a few defs
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 02, 2015, 08:47:06 AM
Quote from: dismar on November 02, 2015, 08:35:20 AM
Hey you have Pumpkin listed twice in a few defs
Thanks! I just love pumpkins, nah, it was because of Halloween, nah, my bad thanks for finding it though :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 08:50:57 AM
Quote from: simon-82 on November 02, 2015, 08:00:39 AM
I think we are agreeing here on not agreeing at all :)
If you want to do it that way, go ahead. But then you of course run the risk of losing it all once your crops start dying in winter time. But that's entirely your fault by not planning accordingly. And you chose to do it that way when there are other options. I was just trying to show you a solution to the problem you described.

Its not my fault, its faulty mechanics. All plants don't die during winter period, they go dormant. But this is not farming simulator, hence I should not be micromanaging growing cycles and seed planting.
I am not here for a guide on how to not loose my plants due to stupid mechanic. Just voicing my observations on obvious flaws in the said mechanics.

You are closing an eye on an issue by saying that you don't have to use it that way...
I thought mods were supposed to expand possibilities, not limit them.


On Rimsenal issue. Idk man, everyone who is not Tribespeople have Rimsenal gear. Sometimes more sometimes less, but when its beginning of the game on Hildegun after like 5 raids all my colonists have OP Rimsenal stuff. Progression in this game with weapons never works precisely because of the random factor. Which is why it would be more fun to straight up balance all weapons and allow for ultimate variety.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Vic_Boss on November 02, 2015, 09:01:42 AM
Quote from: Dopper on November 01, 2015, 08:11:02 PM
Quote from: Vic_Boss on November 01, 2015, 07:40:56 PM
Is this not supposed to work with the current release? I've been trying to install it and get all mods working but I keep getting the 'incompatible or corrupt mods' message that keeps stopping me from activating the mods, I've tried a fresh install, re-downloading and everything else, what gives?

I haven't installed any other mods either, just the ones in this pack.

What do you mean? did you follow the instructions in the readme? And I mean that I can't activate some of the mods in the pack because every time I activate some of them, the a message pops up saying that some mods were incompatible or corrupted and all of the mods were de-activated. Am I doing something wrong or what?

I would have read the readme file if the file was openable and wasn't an unknown format for me, and
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skullywag on November 02, 2015, 09:13:40 AM
Readme:

https://github.com/simon-82/ModVarietyPack/blob/master/README.md
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: hwfanatic on November 02, 2015, 09:38:48 AM
Three pages and a readme later I still have no idea what this modpack does.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Morkul on November 02, 2015, 12:39:23 PM
Played it some now but I really dislike the seed part so much that it removes all the fun for me.  Not adding realism just micromanagement, IMHO.

So now to the big question: Is there any east way to disable seeds without braking the whole mod pack?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 01:06:44 PM
Quote from: skullywag on November 02, 2015, 09:13:40 AM
Readme:

https://github.com/simon-82/ModVarietyPack/blob/master/README.md

that is not a true readme file, since it requires you to go to a web page... a readme file NEEDS to be able to be opened locally.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 01:24:21 PM
on the overpowered rimsinel weapons... 1st raid, shiv, second raid tribal, 3rd raid via a chased refugee event, I have 1 optic pistol.  4th raid, more tribal. artifact event, 2 sythers, dead thanks to the huge tribal visitors. 6th event, peacekeepers, now have 3 optic pistols, 1 optics rifle, for my 6 colonists.

Raids are now a non event.

On github, requires an account.

And since I stopped playing when I hit the broken glassworks, I will say this about seeds... Great Idea, but really does not work in game.  Don't need seeds to prevent being able to grow everything from the beginning. Saying that Just growing inside eliminates the problem, is a closed minded argument.. especially since the first part says, "★ A modpack about variety and player choice. "

Seeds adds lots of micromanagement, extra work time, and a whole lot of frustration to the game. People either love or hate seeds, very few are in the middle.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Beautancus on November 02, 2015, 01:26:48 PM
Kind of (actually very) n00b question, first forum post and all...and I'm sure I'm missing something very plainly stated somewhere...but what's the correct load order for the mods in this pack?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 01:33:36 PM
Quote from: Beautancus on November 02, 2015, 01:26:48 PM
Kind of (actually very) n00b question, first forum post and all...and I'm sure I'm missing something very plainly stated somewhere...but what's the correct load order for the mods in this pack?

he provides the correct load order via the modconfig file, which is in his savedata file.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dismar on November 02, 2015, 03:20:01 PM
I personally hate seeds myself. But i've been asked by ppl who love the seeds to write my large mod to use them.

I love the changes you've made to the garden in this mod.

I think you will get more bad feed back from the seeds then you expect. I write my mod in two flavors one with seeds and one without. The one without gets updated first and Is loved by a lot more ppl. By since I try and write for all the ppl I'm try and supply both.

Writing a mod is such a pain in the ass lol. And you've put a lot of work into this mod pack. I would definitely love to see a seedless version of this mod. But even so it's a good first release. Have fun tracking down the bugs !
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 02, 2015, 03:28:07 PM
Quote from: TLHeart on November 02, 2015, 01:06:44 PM
that is not a true readme file, since it requires you to go to a web page... a readme file NEEDS to be able to be opened locally.
Well, the readme file is included in the modpack and my Windows Editor can open it just fine...

Quote from: TLHeart on November 02, 2015, 01:24:21 PM
on the overpowered rimsinel weapons... 1st raid, shiv, second raid tribal, 3rd raid via a chased refugee event, I have 1 optic pistol.  4th raid, more tribal. artifact event, 2 sythers, dead thanks to the huge tribal visitors. 6th event, peacekeepers, now have 3 optic pistols, 1 optics rifle, for my 6 colonists.
...
And since I stopped playing when I hit the broken glassworks, I will say this about seeds... Great Idea, but really does not work in game.  Don't need seeds to prevent being able to grow everything from the beginning. Saying that Just growing inside eliminates the problem, is a closed minded argument.. especially since the first part says, "★ A modpack about variety and player choice. "

Seeds adds lots of micromanagement, extra work time, and a whole lot of frustration to the game. People either love or hate seeds, very few are in the middle.
The rimsenal weapons are a problem I will need to figure out. They just appear too randomly. I can't poperly control when the player gets them. Maybe I remove the rimsenal faction and just leave the weapons in. So they can get crafted lategame or bought for tons of silver?

It is very true what you say about seeds. People either love or hate seeds and you made it quite clear what you think about them. If you read my posts again you can see that I just showed the guy a possible solution for his problem. I never said that growing inside is the only way to play it "right".
As for seeds adding lots of micromanagement. As Fluffy said earlier: "how hard is it to just disable seeding in autumn, hope to get your last harvest in on time and then start seeding again in spring?" That's lots of micromanagement?
As for seeds adding extra work time. True, but I there are haul bots in the modpack. They are pretty good at suppoerting your growers if they at some point can't handle it alone.

But I actually had enough of the discussion now if seeds are "good" or not.
I decided they should be in the modpack because I like having them.
I also explained why I think that they don't limit player choice.
So let's leave it that way, people love or hate seeds, no matter what ;)

Quote from: dismar on November 02, 2015, 03:20:01 PM
I personally hate seeds myself. But i've been asked by ppl who love the seeds to write my large mod to use them.

I love the changes you've made to the garden in this mod.

I think you will get more bad feed back from the seeds then you expect. I write my mod in two flavors one with seeds and one without. The one without gets updated first and Is loved by a lot more ppl. By since I try and write for all the ppl I'm try and supply both.

Writing a mod is such a pain in the ass lol. And you've put a lot of work into this mod pack. I would definitely love to see a seedless version of this mod. But even so it's a good first release. Have fun tracking down the bugs !
Thanks for the kind words dismar!
Ah well, I did the modpack for myself in the first place. I am not here to please anybody. If people like it, they can play with it, if not, they just don't.
And thanks for finding the double pumpkins hehe... it's already fixed :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Beautancus on November 02, 2015, 04:01:17 PM
Appreciated.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 04:02:29 PM
removing the faction will not affect when the weapons spawn in, as  the weapon is available, it will be used by other factions, at anytime. the ONLY factions limited to specific weapons are the tribal, and the mechs.

As dismar said, he has two versions of his mod pack, without seeds, his preferred style, and one with seeds, so others can also use his mod.

an MD extension is NOT a default mode that can be open by any windows program. Try to actually read an md file opened with notepad.... or wordpad.  a true readme file is a text file.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 04:16:00 PM
Quote from: Fluffy (l2032) on November 02, 2015, 03:40:24 AM
Quote from: TLHeart on November 01, 2015, 08:41:31 PM
Quote from: Sukha on November 01, 2015, 05:15:50 PM
Right off the bat I can say, I like the overall quality of the mod. Feels very clean. Research tree is very well done for once lol.

A few UI elements are missing. Like the ability to assign priorities to all colonists not 1 at a time, same thing with medicine. Stonecutters table needs separate queries for different types of blocks.

Since Enhanced tabs is loaded after Edb interface, the edB interface is overwritten, and the nice feature across the top to set every colonist to the same number in mass is missing.  Change the order of those two mods, loading edb after enhanced tabs, and you will get the top bar back, but loose the sorting ability provided by Enhanced.

Stone cutting just needs the stone cutting tweeks mod.
Enhanced has the same functionality, but you need to click the column headers  (i.e. jobtype names) to mass assign priorities.

Fluffy, all clicking the jobtype does is sort by skill level, it does not set the entire column to a job priority of 1 or 2 or 3 or 4, like I can with the EdB interface. At least with the version supplied with this mod.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 02, 2015, 04:21:59 PM
Quote from: TLHeart on November 02, 2015, 04:02:29 PM
removing the faction will not affect when the weapons spawn in, as  the weapon is available, it will be used by other factions, at anytime. the ONLY factions limited to specific weapons are the tribal, and the mechs.

As dismar said, he has two versions of his mod pack, without seeds, his preferred style, and one with seeds, so others can also use his mod.

an MD extension is NOT a default mode that can be open by any windows program. Try to actually read an md file opened with notepad.... or wordpad.  a true readme file is a text file.
Alright, so taking the faction out won't help.
So the only option is to actually nerf these guns? Would be a shame. I'll think about it. Maybe there is another solution...

The readme.md I included in the modpack opens and reads just fine both with windows notepad and wordpad.
I literally tried it a minute ago.
And BTW, an .md file IS a text file ;)

Quote
Fluffy, all clicking the jobtype does is sort by skill level, it does not set the entire column to a job priority of 1 or 2 or 3 or 4, like I can with the EdB interface. At least with the version supplied with this mod.
Try reading the tooltip when you mouse-over the jobtype. It says shift + click the jobtype ;)

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 02, 2015, 04:28:19 PM
it's a shift or right click iirc, I'm sure it's been there for a while. Should be in the tooltip too.

edit: i should listen when the forum tells me there's been a new post. Shift click it is :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 04:34:10 PM
Glad you can open md files with notepad and read them. I get to see one long text string with all the markup language included, not readable to a non programmer.

MD is a marked up text file, not a generic text file.

Okay, so enhanced tabs has a HIDDEN way, that is not intuitive, or as easy to use as EdB... I will stick to EdB, very visual and intuitive interface. If it is not easy to see or use, people will never use it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 04:35:49 PM
Quote from: Fluffy (l2032) on November 02, 2015, 04:28:19 PM
it's a shift or right click iirc, I'm sure it's been there for a while. Should be in the tooltip too.

edit: i should listen when the forum tells me there's been a new post. Shift click it is :P

too bad your way his hidden away, not intuitive, or easy to use. I prefer EdB way, with the box at the top row, to change everyone.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 02, 2015, 04:43:42 PM
Quote from: TLHeart on November 02, 2015, 04:34:10 PM
Glad you can open md files with notepad and read them. I get to see one long text string with all the markup language included, not readable to a non programmer.

MD is a marked up text file, not a generic text file.

Okay, so enhanced tabs has a HIDDEN way, that is not intuitive, or as easy to use as EdB... I will stick to EdB, very visual and intuitive interface. If it is not easy to see or use, people will never use it.
First of, markdown is an extremely simple markup language that is actually meant to me human readable even if not parsed in a 'proper' editor. The fact that you're getting one long string is an issue (either with the file or your editor), and should be looked at.

Second, it's not exactly hidden (tooltip + 'how it works' section in the mod thread). The fact that it is not a button on it's own is a design decision - I did not want to 'clutter' the view with extra butons when not strictly necessary.

As for you preferring EdB, that's perfectly fine, and I won't loose any sleep over it. I'm sure there's others that feel the same way, which is why variety is a good thing. I'm doing mods for fun, pleasing everyone is impossible, and trying to would suck the fun out.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 05:59:05 PM
Quote from: TLHeart on November 02, 2015, 01:24:21 PM
on the overpowered rimsinel weapons... 1st raid, shiv, second raid tribal, 3rd raid via a chased refugee event, I have 1 optic pistol.  4th raid, more tribal. artifact event, 2 sythers, dead thanks to the huge tribal visitors. 6th event, peacekeepers, now have 3 optic pistols, 1 optics rifle, for my 6 colonists.

Raids are now a non event.

On github, requires an account.

And since I stopped playing when I hit the broken glassworks, I will say this about seeds... Great Idea, but really does not work in game.  Don't need seeds to prevent being able to grow everything from the beginning. Saying that Just growing inside eliminates the problem, is a closed minded argument.. especially since the first part says, "★ A modpack about variety and player choice. "

Seeds adds lots of micromanagement, extra work time, and a whole lot of frustration to the game. People either love or hate seeds, very few are in the middle.

LOL TL, did you just rephrase everything I said? :D

The OP has some weird attachment to the Rimsenal weapons in its current state. He's so bent on keeping them as they are, that he is willing to remove race component before trying to balance them...

Same with Seeds, when 3 people give sound reasoning on bad mechanics in Seeds. The OP keeps replying with the same "its OK, build a sunlamp or micromanage 10 different fields remembering each time exactly 1 month before winter to turn seed planting off". Keeping in mind that different colonies have different planting cycles, this is very tedious and not considered fun game-play by many.

At a time when UOM has been banned and SK is what it is, people are hungry for nice modpack. But this ModVarietyPack should have its front page changed to not confuse people into believing that this is something they can attribute or look forward to, unless it perfectly fits the Authors view on what is fun and balanced.
Even a no Seeds version is out the question it seems.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skyarkhangel on November 02, 2015, 06:48:41 PM
Quote from: Sukha on November 02, 2015, 05:59:05 PM
LOL TL, did you just rephrase everything I said? :D

The OP has some weird attachment to the Rimsenal weapons in its current state. He's so bent on keeping them as they are, that he is willing to remove race component before trying to balance them...

Same with Seeds, when 3 people give sound reasoning on bad mechanics in Seeds. The OP keeps replying with the same "its OK, build a sunlamp or micromanage 10 different fields remembering each time exactly 1 month before winter to turn seed planting off". Keeping in mind that different colonies have different planting cycles, this is very tedious and not considered fun game-play by many.

At a time when UOM has been banned and SK is what it is, people are hungry for nice modpack. But this ModVarietyPack should have its front page changed to not confuse people into believing that this is something they can attribute or look forward to, unless it perfectly fits the Authors view on what is fun and balanced.
Even a no Seeds version is out the question it seems.

Seeds is one of the best mods, all your conclusions based on the fact that you want a simple gameplay. I played UOM too, its much easier then vanilla. For me personally, i'am lost interest in the game after 6-8 hours, because there is no difficulty even on extreme difficulty.. I got everything I wanted. What the main goal in UOM? It wasn't, Nine only add and balanced mods for game with no main goal. So I set a goal to create a really complex modpack, that it forced to turn on the brain. To think and ponder how to win, how to solve the problem, eventually how to survive.
Perhaps this is due to the mentality. Here in Russia, most of players don't know about UOM, but who knows, find it too simple as a sandbox. Sometimes I even thought to remove HCSK modpack from ludeon forum, because statistics says that about ~70% downloads from Russia and this quantity is only growing. So, i spend superfluous time on the English version of the game, bcs very few English-speaking players understand what is the complexity and why its needed. Moreover, I have a lot of time is spent on the development of own mods and textures, so i have a less time  for balance.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dismar on November 02, 2015, 07:07:52 PM
Quote from: skyarkhangel on November 02, 2015, 06:48:41 PM
Quote from: Sukha on November 02, 2015, 05:59:05 PM
LOL TL, did you just rephrase everything I said? :D

The OP has some weird attachment to the Rimsenal weapons in its current state. He's so bent on keeping them as they are, that he is willing to remove race component before trying to balance them...

Same with Seeds, when 3 people give sound reasoning on bad mechanics in Seeds. The OP keeps replying with the same "its OK, build a sunlamp or micromanage 10 different fields remembering each time exactly 1 month before winter to turn seed planting off". Keeping in mind that different colonies have different planting cycles, this is very tedious and not considered fun game-play by many.

At a time when UOM has been banned and SK is what it is, people are hungry for nice modpack. But this ModVarietyPack should have its front page changed to not confuse people into believing that this is something they can attribute or look forward to, unless it perfectly fits the Authors view on what is fun and balanced.
Even a no Seeds version is out the question it seems.

Seeds is one of the best mods, all your conclusions based on the fact that you want a simple gameplay. I played UOM too, its much easier then vanilla. For me personally, i'am lost interest in the game after 6-8 hours, because there is no difficulty even on extreme difficulty.. I got everything I wanted. What the main goal in UOM? It wasn't, Nine only add and balanced mods for game with no main goal. So I set a goal to create a really complex modpack, that it forced to turn on the brain. To think and ponder how to win, how to solve the problem, eventually how to survive.
Perhaps this is due to the mentality. Here in Russia, most of players don't know about UOM, but who knows, find it too simple as a sandbox. Sometimes I even thought to remove HCSK modpack from ludeon forum, because statistics says that about ~70% downloads from Russia and this quantity is only growing. So, i spend superfluous time on the English version of the game, bcs very few English-speaking players understand what is the complexity and why its needed.

Be a very sad day if Sky left us. I love all the work we get from ya.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 07:08:41 PM
Quote from: skyarkhangel on November 02, 2015, 06:48:41 PM
Seeds is one of the best mods, all your conclusions based on the fact that you want a simple gameplay. I played UOM too, its much easier then vanilla. For me personally, i'am lost interest in the game after 6-8 hours, because there is no difficulty even on extreme difficulty.. I got everything I wanted. What the main goal in UOM? It wasn't, Nine only add and balanced mods for game with no main goal. So I set a goal to create a really complex modpack, that it forced to turn on the brain. To think and ponder how to win, how to solve the problem, eventually how to survive.
Perhaps this is due to the mentality. Here in Russia, most of players don't know about UOM, but who knows, find it too simple as a sandbox. Sometimes I even thought to remove HCSK modpack from ludeon forum, because statistics says that about ~70% downloads from Russia anf i spend superfluous time on the English version of the game.

No one ever seems to care to defend their love for Seeds by countering Arguments. You attack my position by saying my sense of balance is based on UOM, when in fact I didn't bring up UOM in my opposing arguments.

I never mentioned I want easy gameplay, SK mod is ezmode with its crazy turrets so don't get me started on that. Just because SK has nonsensically complex production chains doesn't make the game any harder.
You like to attribute Hard gameplay to bad design, that's your choice. Hard and Annoying are not =
Good game mechanic either works or is deleted, you cannot have buggy shit in a game and tell your players to just not use the mechanic a way in which its broken.

At no point was I praising UOM either, it was very unbalanced as well. Which is the reason I would like to see a more condensed modpack concentrating on balance, which in turn would make the game actually harder.

I am Russian too, what does that say about your theory?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skyarkhangel on November 02, 2015, 07:28:03 PM
Quote from: Sukha on November 02, 2015, 07:08:41 PM
No one ever seems to care to defend their love for Seeds by countering Arguments. You attack my position by saying my sense of balance is based on UOM, when in fact I didn't bring up UOM in my opposing arguments.

I never mentioned I want easy gameplay, SK mod is ezmode with its crazy turrets so don't get me started on that. Just because SK has nonsensically complex production chains doesn't make the game any harder.
You like to attribute Hard gameplay to bad design, that's your choice. Hard and Annoying are not =
Good game mechanic either works or is deleted, you cannot have buggy shit in a game and tell your players to just not use the mechanic a way in which its broken.

At no point was I praising UOM either, it was very unbalanced as well. Which is the reason I would like to see a more condensed modpack concentrating on balance, which in turn would make the game actually harder.

I am Russian too, what does that say about your theory?

it only says that you don't have a normal game experience.
Broken, unbalanced... Oh yees.. in UOM like would work all fine, Nine everyday fix and fix their bugs with no end. And as mentioned above, i spent a lot of time for development own mods, textures and have a much less time for balancing everyday.

About complexity. Of course you would like build only automatic turrets with killboxes. Great game! And then measure who's killboxes better. I am fighting with this part of game. By the way in next version, the chances of diversion increased about 5-6 times. I don't dispute that there are Russians, like you ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 07:39:55 PM
Quote from: skyarkhangel on November 02, 2015, 07:28:03 PM
it only says that you don't have a normal game experience.
Broken, unbalanced... Oh yees.. in UOM like would work all fine, Nine everyday fix and fix their bugs with no end. And as mentioned above, i spent a lot of time for development own mods, textures and have a much less time for balancing everyday.

About complexity. Of course you would like build only automatic turrets with killboxes. Great game! And then measure who's killboxes better. I am fighting with this part of game. By the way in next version, the chances of diversion increased about 5-6 times. I don't dispute that there are Russians, like you ;)

I have no idea what you are trying to say. English is obviously not your strong suite. Since you managed to ignore everything I wrote and drew weird parallels and conclusions about things I never did.
You realize I actually criticized your mod for being too easy because of the turrets you have in the mod?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skyarkhangel on November 02, 2015, 07:59:30 PM
Quote from: Sukha on November 02, 2015, 07:39:55 PM
Quote from: skyarkhangel on November 02, 2015, 07:28:03 PM
it only says that you don't have a normal game experience.
Broken, unbalanced... Oh yees.. in UOM like would work all fine, Nine everyday fix and fix their bugs with no end. And as mentioned above, i spent a lot of time for development own mods, textures and have a much less time for balancing everyday.

About complexity. Of course you would like build only automatic turrets with killboxes. Great game! And then measure who's killboxes better. I am fighting with this part of game. By the way in next version, the chances of diversion increased about 5-6 times. I don't dispute that there are Russians, like you ;)

I have no idea what you are trying to say. English is obviously not your strong suite. Since you managed to ignore everything I wrote and drew weird parallels and conclusions about things I never did.
You realize I actually criticized your mod for being too easy because of the turrets you have in the mod?

Yep, i always focused primarily on russian community and this is my first experience with an English-speaking audience. As you, drew weird parallels and conclusions about "not playable" balance.. I did not notice, that for example, russian let's players had real problems.

I agree, turrets overpowered, but they have a very low vitality and big cost. It's real, just compare the simple machinegun with artillery or tank cannon and think about how many times this weapon effectively.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 02, 2015, 08:02:23 PM
I'd write a 100+ word essay about it, but I've already done one about CCL. Mabey tommorow.

Anyway, I hate seeds, thier utter anoyance. Like its a good idea in theory, sadly thier are not the mechanics in place to make it anything more than tedious micromanagement. Even I, the person who throws bricks and catches then with my head can't see it injoyable.

I like making raids bigger, cuase when I die I go like 'Mabey I should've defended the hallway more' or 'I need more turrets', I know that if I did something different I might have won. I can see why I failed, even if its that 'they raids were too big'.

I made extreme tempetures cuase I wanted a challenge. Mabey if I had gotten cyrosleep pads I could have won. Mabey if I dug into the mountain (while having mountain temp on)I could have survived.

Seeds isn't that. One day your all line and dandy then a cold snap. POOF. its all gone. well, almost. You got some, but you can't feed 5 people on 1 seed. Oh, did I think it would start to get cold a day latter then they actually did? POOF! their all gone.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 08:09:33 PM
Removed rather offensive post, this kind of posting will not be tolerated. You have been warned.

-Ramsis
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 02, 2015, 10:25:17 PM
Quote from: skyarkhangel on November 02, 2015, 06:48:41 PM
Quote from: Sukha on November 02, 2015, 05:59:05 PM
LOL TL, did you just rephrase everything I said? :D

The OP has some weird attachment to the Rimsenal weapons in its current state. He's so bent on keeping them as they are, that he is willing to remove race component before trying to balance them...

Same with Seeds, when 3 people give sound reasoning on bad mechanics in Seeds. The OP keeps replying with the same "its OK, build a sunlamp or micromanage 10 different fields remembering each time exactly 1 month before winter to turn seed planting off". Keeping in mind that different colonies have different planting cycles, this is very tedious and not considered fun game-play by many.

At a time when UOM has been banned and SK is what it is, people are hungry for nice modpack. But this ModVarietyPack should have its front page changed to not confuse people into believing that this is something they can attribute or look forward to, unless it perfectly fits the Authors view on what is fun and balanced.
Even a no Seeds version is out the question it seems.

Seeds is one of the best mods, all your conclusions based on the fact that you want a simple gameplay. I played UOM too, its much easier then vanilla. For me personally, i'am lost interest in the game after 6-8 hours, because there is no difficulty even on extreme difficulty.. I got everything I wanted. What the main goal in UOM? It wasn't, Nine only add and balanced mods for game with no main goal. So I set a goal to create a really complex modpack, that it forced to turn on the brain. To think and ponder how to win, how to solve the problem, eventually how to survive.
Perhaps this is due to the mentality. Here in Russia, most of players don't know about UOM, but who knows, find it too simple as a sandbox. Sometimes I even thought to remove HCSK modpack from ludeon forum, because statistics says that about ~70% downloads from Russia and this quantity is only growing. So, i spend superfluous time on the English version of the game, bcs very few English-speaking players understand what is the complexity and why its needed. Moreover, I have a lot of time is spent on the development of own mods and textures, so i have a less time  for balance.
Sky, seeds with the current mechanics are bad, plain and simple. Complications, and stupid programming does not make a game challenging. Your modpak is so broken, it is unplayable. And don't even start to say it is bug free, or does not have memory leaks... it has huge ones.

But it is what it is, and even the new updates, it still lags, stalls, and is so unbalanced that I have already deleted it again.

Want to implement seeds correctly, where crop fields do NOT produce seeds, just as in real life, and actual fields or hydroponics are planted for the actual seeds. that I would embrace.

I totally understand complexity, and your mod pack is not complex. True balance would make it complex, which you refuse to devote anytime to.

But you can continue to disparage English speakers, not understanding Russians...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 02, 2015, 11:02:05 PM
Quote from: Sukha on November 02, 2015, 07:39:55 PM
Quote from: skyarkhangel on November 02, 2015, 07:28:03 PM
I have no idea what you are trying to say. English is obviously not your strong suite. Since you managed to ignore everything I wrote and drew weird parallels and conclusions about things I never did.
You realize I actually criticized your mod for being too easy because of the turrets you have in the mod?

Yep, i always focused primarily on russian community and this is my first experience with an English-speaking audience. As you, drew weird parallels and conclusions about "not playable" balance.. I did not notice, that for example, russian let's players had real problems.

I agree, turrets overpowered, but they have a very low vitality and big cost. It's real, just compare the simple machinegun with artillery or tank cannon and think about how many times this weapon effectively.

The guy obviously takes my sentences out of context and disregards any of my arguments in his answers.
I cannot say anything to the dude without getting Warnings for offending a non fluent english speaker. How am I supposed to carry this discussion? Someone enlighten me.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skyarkhangel on November 02, 2015, 11:13:32 PM
Quote from: Sukha on November 02, 2015, 11:02:05 PM
Quote from: Sukha on November 02, 2015, 07:39:55 PM
Quote from: skyarkhangel on November 02, 2015, 07:28:03 PM
I have no idea what you are trying to say. English is obviously not your strong suite. Since you managed to ignore everything I wrote and drew weird parallels and conclusions about things I never did.
You realize I actually criticized your mod for being too easy because of the turrets you have in the mod?

Yep, i always focused primarily on russian community and this is my first experience with an English-speaking audience. As you, drew weird parallels and conclusions about "not playable" balance.. I did not notice, that for example, russian let's players had real problems.

I agree, turrets overpowered, but they have a very low vitality and big cost. It's real, just compare the simple machinegun with artillery or tank cannon and think about how many times this weapon effectively.

The guy obviously takes my sentences out of context and disregards any of my arguments in his answers.
I cannot say anything to the dude without getting Warnings for offending a non fluent english speaker. How am I supposed to carry this discussion? Someone enlighten me.

Express your displeasure elsewhere, "gamer".
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 03, 2015, 12:35:42 AM
"Sometimes I even thought to remove HCSK modpack from ludeon forum, because statistics says that about ~70% downloads from Russia and this quantity is only growing. "

You want to cut 1/3 of your user base? From my knowledge, the majority of RW players know English to some-degree, while fewer know Russian, so not only are you excluding 1/3 of your current user base, but also a majority of your possible user base.

Being a programmer, I'd inform you this would be a bad decision in the long term, RW is not a game with a majority of Russian speakers. Knowing your target audience and their demographics is important.

If you invest more time building up resources which are (written in English/easy understand by English speakers) then maybe you'll get more English users.

"So, i spend superfluous time on the English version of the game, bcs (Its supposed to be spelt as 'because') very few English-speaking players understand what is the complexity and why its needed."

Ok, so you've failed to communicate with the English user base. And? It is not the English user base's fualt for not understanding 'what is the complexity and why its needed', its your fault for not communicating properly, maybe invest more time communicating to the English community. Currently you have a whole website in Russian dedicated to HCSK resources, how about an English translation for that?

Also, their is difference between 'Hardcore' and 'Unneeded Complexity'. You have unneeded complexity, it has been clearly pointed out many times, including by one of the recent pics on the HCSK forum post.

"Moreover, I have a lot of time is spent on the development of own mods and textures, so i have a less time for balance."

And? Why should I care? I got an better solution than just 'developing more of your own mods and textures', instead avert some of your time and resources to balancing. It is your job to dedicate enough time to each task, you've clearly under-dedicated your time to balancing and bug fixing.




Summerary: *MINDBLOWN* Who would of thought investing more time in something will get better/bigger results?1?!?!

YOUR FAULT FOR NOT INVESTING ENOUGH TIME INTO CERTAIN ASPECTS OF THE MODPACK LIKE ENGLISH RESOURCES, COMMUNICATION TO ENGLISH USER BASE, BUG FIXING, BALANCING, EXT. YOU CAN NOT BLAME THE END USER FOR COMPLAINING ABOUT ANYTHING IF YOU DIDN'T INVEST ENOUGH EFFORT IN IT YOURSELF.

YOU CANNOT USE THE EXCUSE 'they speech English but no Russian so they don't understand cause reasons' (without stating those reasons, cause its your fualt), AS THAT SIMPLY SHOWS YOU FAILED TO COMUNICATE WITH YOUR ENGLISH USER BASE, WHICH IS YOUR FUALT.

YOU CANNOT USE THE EXCUSE 'I was working on XYZ so I couldN'T work on QU' , AS THAT SIMPLY SHOWS YOU DEDICATE YOUR TIME AND RESOURCES PROPERLY, WHICH IS YOUR FUALT.




EDIT: GODDAMMIT, MY SUMMERY IS ALMOST IF NOT LONGER THAN THE MAIN TEXT.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Xiupan on November 03, 2015, 01:30:22 AM
Hooray for ModPacks! This looks like my new replacement for Ninefinger's old mod pack. Thanks! :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skyarkhangel on November 03, 2015, 02:11:33 AM
More more CAPS and red text color ^^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 03, 2015, 02:51:03 AM
Quote from: Sukha on November 02, 2015, 11:02:05 PM
Quote from: Sukha on November 02, 2015, 07:39:55 PM
Quote from: skyarkhangel on November 02, 2015, 07:28:03 PM
I have no idea what you are trying to say. English is obviously not your strong suite. Since you managed to ignore everything I wrote and drew weird parallels and conclusions about things I never did.
You realize I actually criticized your mod for being too easy because of the turrets you have in the mod?

Yep, i always focused primarily on russian community and this is my first experience with an English-speaking audience. As you, drew weird parallels and conclusions about "not playable" balance.. I did not notice, that for example, russian let's players had real problems.

I agree, turrets overpowered, but they have a very low vitality and big cost. It's real, just compare the simple machinegun with artillery or tank cannon and think about how many times this weapon effectively.

The guy obviously takes my sentences out of context and disregards any of my arguments in his answers.
I cannot say anything to the dude without getting Warnings for offending a non fluent english speaker. How am I supposed to carry this discussion? Someone enlighten me.

your not, for some reason skyark is protected, and allowed to offend every english speaking person.  And if we bring it up, we get warned.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 03, 2015, 03:03:06 AM
honestly guys, you want something from a modder and having a massive row with random bystanders in his front yard is how you're going to get him to do it?

Maybe if you asked nicely instead of trying to convince him you're right...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skullywag on November 03, 2015, 03:45:38 AM
Guys guys can we keep this stuff out of every modpack thread that comes up. Lets all just get along...

Good work Simon, if i can offer any advice its dont overextend yourself, make sure youve got a small fully balanced working bug free modpack before adding mods. Dont rush to try to have all the things. It doesnt work. :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: joshwoo69 on November 03, 2015, 03:53:26 AM
TO SKY AND GENTZ
Skully is saying that if you continue to annoy him. he will Time you out from SLACK.
(Warn)
EDIT: ahh!! my EYES BURN DYE TI RED TEXT AHH!!!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: milon on November 03, 2015, 06:25:55 AM
Quote from: Xiupan on November 03, 2015, 01:30:22 AM
Hooray for ModPacks! This looks like my new replacement for Ninefinger's old mod pack. Thanks! :)

Complete with drama and all-caps and bad grammar from self-proclaimed English experts ;)

Honestly guys, you really can have strong discussion without the moderators stepping in with Mjolnir.  You just need to keep civil and level-headed.  Write your response but don't submit it. Take 5 minutes away to do something else, then come back and preview what you wrote. If it's offensive or inflammatory or not to the point, edit it.

I really would love to see a quality mod pack come out of this, and I look forward to good things coming from this thread.

(Edited because I failed to use Preview, LOL ;D )
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 03, 2015, 06:49:35 AM
Quote from: Fluffy (l2032) on November 03, 2015, 03:03:06 AM
honestly guys, you want something from a modder and having a massive row with random bystanders in his front yard is how you're going to get him to do it?

Maybe if you asked nicely instead of trying to convince him you're right...

Dude releases a modpack and asks for feedback. People download and test his unfinished modpack and report on the issues they feel they have.
I have done mods in other games and know how hard it is to test shit out alone.

And to all the carebears that came to the thread after a certain Sky released a shitstorm with his nonsensical comments: You can stop pretending like you are above this shit and actually use your time to test the modpack and write something constructive, instead of commenting on other ppl behavior.

Forum moderators pretend like its some heavenly no aggro zone with all the Warnings, while smartasses post passive-aggressive shit and get away with it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Ramsis on November 03, 2015, 09:41:17 AM
Okay so anyone who posts even the most slight form of chatter that can be considered potentially dickish is getting anywhere from a one to a week ban depending on severity. This applies to Sky as well as anyone coming in bashing for the sake of bashing. Cease the nonsensical posts everyone, there is no need for it and I am tired of watching you all act like a bunch of children. Sky I won't hesitate to ban you for another week either so if you want to keep posting shut up and behave.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: BoxOfDoom on November 03, 2015, 10:22:47 AM
Soooo, ::)
*sidesteps the drama*
A question on topic:

When I start the game, in accordance with the instructions in the readme, i can create a world and start a colony with no problem.
However, When the actual game starts, it... half-freezes? I can scroll around the map, but nothing moves, and the drop pods don't land. It stays this way unless I minimize the game and the maximise it again. Then everything starts moving, and I can still scroll around, but I can't click anything.

What do?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 03, 2015, 10:25:26 AM
Quote from: BoxOfDoom on November 03, 2015, 10:22:47 AM
Soooo, ::)
*sidesteps the drama*
A question on topic:

When I start the game, in accordance with the instructions in the readme, i can create a world and start a colony with no problem.
However, When the actual game starts, it... half-freezes? I can scroll around the map, but nothing moves, and the drop pods don't land. It stays this way unless I minimize the game and the maximise it again. Then everything starts moving, and I can still scroll around, but I can't click anything.

What do?

We need an outlog.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: BoxOfDoom on November 03, 2015, 10:34:01 AM
Sorry, I forgot.  :-\

Here you go!

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 03, 2015, 10:36:40 AM
Quote from: BoxOfDoom on November 03, 2015, 10:34:01 AM
Sorry, I forgot.  :-\

Here you go!

Dunno, seems fine. Prob a bad install. Does it work in Vinnilla?

If it doesn't work in vinnila reinstall RW, if it does still reinstall RW.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: BoxOfDoom on November 03, 2015, 10:52:44 AM
Vanilla was borked as well, so I reinstalled.
I tried again, with little success.

I noticed that I don't have to minimize to get it running, pressing ESC repeatedly was enough.
Still unable to select anything though. I can only switch game speed.
Keyboard shortcuts were mostly functional, some didn't work. I couldn't bring up the Menu with ESC.

Outlog on Google Drive, because now it's to big for standard attachements:
https://drive.google.com/file/d/0B_EzKmIq8cS4b0t5ZnBuLWxGVmM/view?usp=sharing
(It's reaaally long. 4.5 mb)

Thanks for the quick response by the way!  ;D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 03, 2015, 11:15:59 AM
seems to be related to the maintabbutton for autosell. This is clearly not a clean vanilla install. Try deleting everything in:

%appdata%\..\LocalLow\Ludeon Studios\RimWorld

and then do a clean install to see if vanilla works.

The modpack uses a custom save location (which is neat!), so make sure to properly follow the instructions given on the github page. Also, I suppose if you installed in a 'protected' location (such as C:\Program Files\...), this might give some issues. Try putting the RW folder just on the desktop if this is the case (doubt it).
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: BoxOfDoom on November 03, 2015, 11:35:32 AM
Derp. Forgot about the stuff in appdata when reinstalling.

Tried it now.
Vanilla works fine.
Modpack still has the same issue.

I made SURE that I followed every step to the letter. It should work, but it doesn't.
I made another clean install.
I made sure to use the modified shortcut. I unpacked the folders Mods and Savedata into the Gamefolder afterwards.
I started the game, and it's still not working. By all rights, it should, but it doesn't.

Outlog:
https://drive.google.com/file/d/0B_EzKmIq8cS4dHNaQkJZbjJHTVE/view?usp=sharing

This makes me sad. The modpack looks awesome...

EDIT:
I kinda cheated and just removed the RWAutosell mod folder.
Everything works fine now. So far no problems.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Transaxle on November 03, 2015, 01:02:58 PM

The colonists refused to produce the glass. How to fix it?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 03, 2015, 01:57:38 PM
Quote from: Transaxle on November 03, 2015, 01:02:58 PM

The colonists refused to produce the glass. How to fix it?

Missing work giver. Modpackers fualt.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 03, 2015, 03:58:57 PM
Quote from: BoxOfDoom on November 03, 2015, 11:35:32 AM
Derp. Forgot about the stuff in appdata when reinstalling.

Tried it now.
Vanilla works fine.
Modpack still has the same issue.

I made SURE that I followed every step to the letter. It should work, but it doesn't.
I made another clean install.
I made sure to use the modified shortcut. I unpacked the folders Mods and Savedata into the Gamefolder afterwards.
I started the game, and it's still not working. By all rights, it should, but it doesn't.

Outlog:
https://drive.google.com/file/d/0B_EzKmIq8cS4dHNaQkJZbjJHTVE/view?usp=sharing

This makes me sad. The modpack looks awesome...

EDIT:
I kinda cheated and just removed the RWAutosell mod folder.
Everything works fine now. So far no problems.
I seem to recall that autosell uses it's own custom save/load method, which could theoretically mess with the custom folder, even though you'ld expect more people to report this then.

You could try putting the contents of the Savedata folder into %appdata%\..\LocalLow\Ludeon Studios\RimWorld and loading the game with the normal shortcut (i.e. no savefile override flag) and see if that works. If not, make an issue on the pack's github site.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 03, 2015, 03:59:03 PM
Quoteauthor=simon-82 link=topic=16735.msg180861#msg180861 date=1446463855]
Alright, thanks for all the feedback so far!
New release is up. I think I got all the serious issues that came up.

Regarding Github, it's really not that hard reporting an issue there and it's much easier to keep track of things for me. Just follow the link I gave you in the OP. I would really appreciate it :)

Isnt the glassworks fixed in this release?
Re: Glassworks and other problems reported seem to be fixed in my build.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Ataris on November 03, 2015, 06:24:44 PM
Prooblem!

http://imgur.com/VAavvOr

The Smithing Bench can't make artillery shells. It requires 10 Steel Bars and only can use Steel Ores for crafting.

Help!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: donoya on November 03, 2015, 11:16:47 PM
If I wanted to add the mods: SCA11Core, Bunker Tech, CompletTechSolution, the other mods listed on the bunker tech forum page, and miscellaniousHiRes, how should I arrange them order wise?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Encrtia on November 04, 2015, 09:11:26 PM
simon-82, as a total nobody here - just saying great work on the modpack :) I was disappointed that the more I read through this thread, the more it derailed... Either way, the mod is looking great! I hope random turmoil hasn't dissuaded your interest here, unsure if that was the intent behind it in fact!

In regards to seeds, just thought I'd voice (quietly, with no motive beyond conversation) how I personally loathe them (though seem to always play with them). I always found it a real pain to juggle 'em, causing much stress as I simply couldn't rely on them at the start of a game anymore. But then again, let's be honest, if I were to be stranded like the people in Rimworld are, I wouldn't exactly be a master at agriculture (knowing how irrigation & whatnot functions) from the get-go. I would, however, know what to do after killing an animal with my Survival Rifle, Pistol & Knife, albeit crudley ;) Historically, agriculture was a turning point that came after hunting, so I would be mad to rely on grown produce to feed me/us throughout the year... If we got something wrong (like... growing just before winter :o ;D ROFL), we're all dead. at least until my sexy nerdy friend spent some time at the research table to know how we should tackle farming properly ;) But seriously, who grows crops in Autumn anyway?! I at least know that much! Grow 'em fresh in Spring 'n' Summer, then yield that harvest in Autumn at the latest! Can't really blame you for general ignorance though. None of us walk blindly into a road, or release documentation without proof reading it first (well...) - planting crops is no different.

So, as annoying as seeds are, especially at the start, a little bit of forethought goes a long way, applying merely primitive, deductive logic (I do like my realism). Being a non-farmer, however, I would've thought that I could simply take my recently grown apple, dig it in the ground, then grow a new apple tree... so seeds shouldn't exactly be hard to come by (which I find are hard to acquire at the start without purchasing [& I'm slow to set-up trading capabilities as is]). I mean, technically speaking, we don't even need seeds to grow plants as they're filled with meristem cells... All you need is to take a part of the plant (be it stem, root, leaf, whatever) then grow it independently. If we didn't do this, the beauty of Granny Smith would've faded over time as the genetics simply wouldn't have been carried over by the seed. In fact, every single Granny Smith apple is grown from the same tree! No seeds involved!

Anyway - your likes are what make this mod-pack; & your likes are shared by others such as myself who use it. :D A modder either creates a mod requested, or releases what he/she's done for his/her own game, giving the opportunity for others to enjoy it as well (of course open to suggestions, but not to be bullied into changing what he/she doesn't want to change). A few crucial fixes & modifications here 'n' there; your mod pack will grow & flourish – just like nurturing a SEED.

:)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 05, 2015, 10:31:47 AM
Quote from: Encrtia on November 04, 2015, 09:11:26 PM
or release documentation without proof reading it first
Heheheh...

*Whistles and looks away*

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 05, 2015, 11:33:45 AM
Uhm, so I am away from my thread for a couple of days and this happens?

Oh well, nothing better than some good old Internet drama I guess? LOL

Anyway, I have been working on the modpack in the meantime :)
And I bring you today version 1.1 of the ModVarietyPack :)

What has changed:
So I heard you guys do not like seeds very much? I kinda do, but in all these posts was one idea that really got me thinking. It was this one here:
Quote from: Sukha on November 02, 2015, 04:01:02 AM
Farming is already balanced by the work required to maintain it. I would rather like to see a mod that limits the farmable land at the beginning and makes the player cultivate land first before farming is possible. I am not talking about crazy shit that requires electricity. I am talking about irrigation and fertilizer that was practiced by humans long before electricity.
So I got to work and came up with a new system without seeds.

In the new version there is a new system in place that only lets you gro on land you cultivated for growing first. On this soil you can plant the basic (Tier I I'm calling it) plants. Later you can fertilize the soil by adding Mulch to it. This allows better plants to be grown (Tier II). The next step would be to add water to the soil, this allows Tier III pants. And finally adding both (Fertilizer + Water) allows for "enriched soil" to plant the best plants in the modpack.
So far I think it's a pretty neat system.

Quote from: Ataris on November 03, 2015, 06:24:44 PM
The Smithing Bench can't make artillery shells. It requires 10 Steel Bars and only can use Steel Ores for crafting.
This bug is fixed in the new version.
Also I saw some of you guys reported issues on Github! Thanks! Much easier for me!
These bugs got fixed as well now.

As for the installation issues some of you have. Try a clean install without any other mods installed and follow the readme. It should work then.

Finally, I nerfed some Rimsenal guns quite a bit. Hope that's enough to bring them in line with the others.

Here is a complete list what changed:
- bye bye seeds, you were fun while you lasted
- welcome growing only on cultivated soil
- new building: Well
- new ressource: Water
- added water to brewing recipes
- fixed fishing pier bug
- fixed artillery shells
- rimsenal weapons accuracy nerfed quite a bit
- updated CCL
- removed Research Info

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: thc133 on November 05, 2015, 01:35:39 PM
May I suggest adding Fast Floors or MoreFloorsFF into the Mod Pack?  I love the walking speed so much. Since the research requirement is high and the game pace is somewhat slow, I don't want to spend too much time hauling the items.

Wooden Floor needing 3 plank instead of 3 wood is fine for me.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: JAVAgamer on November 05, 2015, 02:51:46 PM
This is a great modpack!

The tech tree is realistic and has a very helpful interface (those small comments and stories are humorus) and the production chains (as far as I have seen) are very simple.
Unlike some other modpacks, this one doesn't overwhelm you with over 9000 different tiny items that are a living hell to micromanage and a completely "why the fuck would I do that?" research tree that literally send you to the stone age, expecting you to research your way up.
And all the mods work so well together.

Overall, I give this modpack a 10/10 rating!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 05, 2015, 03:04:36 PM
Quote from: JAVAgamer on November 05, 2015, 02:51:46 PM
This is a great modpack!

The tech tree is realistic and has a very helpful interface (those small comments and stories are humorus) and the production chains (as far as I have seen) are very simple.
Unlike some other modpacks, this one doesn't overwhelm you with over 9000 different tiny items that are a living hell to micromanage and a completely "why the fuck would I do that?" research tree that literally send you to the stone age, expecting you to research your way up.
And all the mods work so well together.

Overall, I give this modpack a 10/10 rating!
Aww, thanks so much JAVAgamer! I am glad you enjoy it. If you got any ideas feel free to share them.

Also thanks to Encrtia for a long but very nice comment!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 05, 2015, 05:10:08 PM
Quote from: simon-82 on November 05, 2015, 11:33:45 AM
Uhm, so I am away from my thread for a couple of days and this happens?

Oh well, nothing better than some good old Internet drama I guess? LOL

Anyway, I have been working on the modpack in the meantime :)
And I bring you today version 1.1 of the ModVarietyPack :)

What has changed:
So I heard you guys do not like seeds very much? I kinda do, but in all these posts was one idea that really got me thinking. It was this one here:
Quote from: Sukha on November 02, 2015, 04:01:02 AM
Farming is already balanced by the work required to maintain it. I would rather like to see a mod that limits the farmable land at the beginning and makes the player cultivate land first before farming is possible. I am not talking about crazy shit that requires electricity. I am talking about irrigation and fertilizer that was practiced by humans long before electricity.
So I got to work and came up with a new system without seeds.

In the new version there is a new system in place that only lets you gro on land you cultivated for growing first. On this soil you can plant the basic (Tier I I'm calling it) plants. Later you can fertilize the soil by adding Mulch to it. This allows better plants to be grown (Tier II). The next step would be to add water to the soil, this allows Tier III pants. And finally adding both (Fertilizer + Water) allows for "enriched soil" to plant the best plants in the modpack.
So far I think it's a pretty neat system.



Internet drama, Sky does not want an alternative, which you are providing.
Expect more attacks.

Now that is one interesting idea and implementation on crop growing... may just have to download and try it again.  Will have to see what you consider the different plant tiers to be. So long as you did not lock herbal medicine as a hi tier item, I will enjoy the new challenge.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 05, 2015, 08:33:41 PM
Love the new farming system.
By the way do you recommend a clean install?
Ive been overwriting without problems or should i expect any on the long run?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dismar on November 05, 2015, 09:43:25 PM
new changes sound fun
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 05, 2015, 09:54:03 PM
Quote from: simon-82 on November 05, 2015, 11:33:45 AM
Uhm, so I am away from my thread for a couple of days and this happens?

Oh well, nothing better than some good old Internet drama I guess? LOL

Anyway, I have been working on the modpack in the meantime :)
And I bring you today version 1.1 of the ModVarietyPack :)

What has changed:
So I heard you guys do not like seeds very much? I kinda do, but in all these posts was one idea that really got me thinking. It was this one here:
Quote from: Sukha on November 02, 2015, 04:01:02 AM
Farming is already balanced by the work required to maintain it. I would rather like to see a mod that limits the farmable land at the beginning and makes the player cultivate land first before farming is possible. I am not talking about crazy shit that requires electricity. I am talking about irrigation and fertilizer that was practiced by humans long before electricity.
So I got to work and came up with a new system without seeds.

In the new version there is a new system in place that only lets you gro on land you cultivated for growing first. On this soil you can plant the basic (Tier I I'm calling it) plants. Later you can fertilize the soil by adding Mulch to it. This allows better plants to be grown (Tier II). The next step would be to add water to the soil, this allows Tier III pants. And finally adding both (Fertilizer + Water) allows for "enriched soil" to plant the best plants in the modpack.
So far I think it's a pretty neat system.

Well shit, mad respect and credit goes to you my friend. The system you describe is exactly what I had in mind lol, but don't let me get in on the limelight here.
Will try the new version asap.

Quote from: Dopper on November 05, 2015, 08:33:41 PM
Love the new farming system.
By the way do you recommend a clean install?
Ive been overwriting without problems or should i expect any on the long run?

Always clean install, if you encounter bugs you have no right to report them if you do a dirty install like that.

Delete all mods including core, copy clean core from backup, delete modconfig, start game without mods. Install new version of modpack, play.


About the new version:
Playing on Hild Extreme, getting only tribal raids now. Are other raids ever comming? I have many hostiles in the Factions tab, but no one ever comes.
About tribals, maybe add Norbals/Pirates for some variety? (will need to balance their weaponry though)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 06, 2015, 03:53:28 AM
Quote from: Sukha on November 05, 2015, 09:54:03 PM
About the new version:
Playing on Hild Extreme, getting only tribal raids now. Are other raids ever comming? I have many hostiles in the Factions tab, but no one ever comes.
About tribals, maybe add Norbals/Pirates for some variety? (will need to balance their weaponry though)
Hm, I did not touch the factions. Only toned down the dmg / accuracy of the rimsenal weapons. I will take a look at Norbals and see how much work it would be to bring other factions in.

Quote from: TLHeart on November 05, 2015, 05:10:08 PMSo long as you did not lock herbal medicine as a hi tier item, I will enjoy the new challenge.
Herbal meds are available very early at the chemlab. Need power though.
Btw, thanks for reporting the issue on github! I have it fixed soon :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on November 06, 2015, 04:43:07 AM
I haven't played the new version yet but I will this weekend, these thoughts are based on the first version:

I greatly enjoyed this modpack, it worked fairly flawlessly.  I like the quotes added to research.  This is definitely the mod-pack I'll be using for now.  And I love the Seeds Please mod, so I stand with you on that issue.  I'll check out the new system though, it seems interesting.

Couple of questions for you though.  I heard there is an issue with glass-making, is that fixed?   I noticed it wasn't mentioned in your little patch notes on the forum. 

A possible incompatibility:  I added Mountain Temp to this mod and all mountain rooms had a temperature of 0 and would not warm up.  Not sure if that is an incompatibility with the mod and your modpack, or a bug with the Mountain Temp mod.

Look forward to trying out the new farming system!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 06, 2015, 07:33:12 AM
Brainstorm time,
big question is how to identify as I progress which plants I can plant where. Unlock the plants that need fertilizer, compost, but there is no indication when I set the field up, that the plant I select will not be sowed in that field, until it is fertilized... and I hate making lists to refer to as I play.

Some type of grouping of the plants in the grow tab possible? after the flowers, and regular trees, then all the plants are alphabetized, with no way to tell what plants require better soil.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 06, 2015, 08:07:03 AM
Quote from: TLHeart on November 06, 2015, 07:33:12 AM
Brainstorm time,
big question is how to identify as I progress which plants I can plant where. Unlock the plants that need fertilizer, compost, but there is no indication when I set the field up, that the plant I select will not be sowed in that field, until it is fertilized... and I hate making lists to refer to as I play.

Some type of grouping of the plants in the grow tab possible? after the flowers, and regular trees, then all the plants are alphabetized, with no way to tell what plants require better soil.
I have written it in the research projects.
Maybe also add something to the description of each plant? If you select the growing zone and  then the plant to grow, there is an "i" symbol which opens the description. Maybe add "requires at least fertilized soil to grow" there?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on November 06, 2015, 10:11:42 AM
simon-82, hello, would love to hear the answer for this too:

Quote from: Pheanox on November 06, 2015, 04:43:07 AM
I heard there is an issue with glass-making, is that fixed?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 06, 2015, 10:55:01 AM
Quote from: paragonid on November 06, 2015, 10:11:42 AM
simon-82, hello, would love to hear the answer for this too:

Quote from: Pheanox on November 06, 2015, 04:43:07 AM
I heard there is an issue with glass-making, is that fixed?
Sorry! Yes that is fixed ;)

I actually just updated the modpack again, this brings it up to version 1.11.
Changelog and download here (https://github.com/simon-82/ModVarietyPack/releases) as always :)
As pointed out before, always do a clean install.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 06, 2015, 11:29:07 AM
Well you seem the versatile type, can you please add a way to copy bills from a worktable to another (of the same type)? i guess im not the only one thinking about this.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 06, 2015, 11:50:48 AM
Quote from: Pheanox on November 06, 2015, 04:43:07 AM
...
A possible incompatibility:  I added Mountain Temp to this mod and all mountain rooms had a temperature of 0 and would not warm up.  Not sure if that is an incompatibility with the mod and your modpack, or a bug with the Mountain Temp mod.
Not sure what is going on there as I haven't tried this mod yet. There is the redist-heat mod in the modpack that messes with temperature stuff. Nothing else. Hm, have you tried loading that mod before or after the modpack?

Quote from: Dopper on November 06, 2015, 11:29:07 AM
Well you seem the versatile type, can you please add a way to copy bills from a worktable to another (of the same type)? i guess im not the only one thinking about this.
That seems like a pretty cool idea but I have really no idea how that could be done unfortunately.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Wild Card on November 06, 2015, 02:41:43 PM
Hey this looks really great
I`m going to try it right now, keep it up, and thanx for what appears to be a great modpack ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 06, 2015, 03:34:01 PM
Quote from: simon-82 on November 06, 2015, 11:50:48 AM
Quote from: Pheanox on November 06, 2015, 04:43:07 AM
...
A possible incompatibility:  I added Mountain Temp to this mod and all mountain rooms had a temperature of 0 and would not warm up.  Not sure if that is an incompatibility with the mod and your modpack, or a bug with the Mountain Temp mod.
Not sure what is going on there as I haven't tried this mod yet. There is the redist-heat mod in the modpack that messes with temperature stuff. Nothing else. Hm, have you tried loading that mod before or after the modpack?

Quote from: Dopper on November 06, 2015, 11:29:07 AM
Well you seem the versatile type, can you please add a way to copy bills from a worktable to another (of the same type)? i guess im not the only one thinking about this.
That seems like a pretty cool idea but I have really no idea how that could be done unfortunately.
Thanks for thinking about it at least xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on November 06, 2015, 06:12:48 PM
Quote from: simon-82 on November 06, 2015, 11:50:48 AM
Quote from: Pheanox on November 06, 2015, 04:43:07 AM
...
A possible incompatibility:  I added Mountain Temp to this mod and all mountain rooms had a temperature of 0 and would not warm up.  Not sure if that is an incompatibility with the mod and your modpack, or a bug with the Mountain Temp mod.
Not sure what is going on there as I haven't tried this mod yet. There is the redist-heat mod in the modpack that messes with temperature stuff. Nothing else. Hm, have you tried loading that mod before or after the modpack?

I tried it with the mod moved up right below CCL in load order.  I will see what happens when I have it at the bottom of the modpack while I try out the new version
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: HavocT on November 06, 2015, 07:06:48 PM
Hi,

first of all: thank you for this awesome modpack. It's basically perfect... except for this little problem:

I started a few maps with this modpack and after a while it will start to stutter a lot..basically unplayable. I discovered the debug console and made a screenshot of the error message. I hope that helps to find a solution.



[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on November 06, 2015, 10:40:40 PM
I have noticed that the grass on my map is dying out faster than it can re-grow, you might want to see if that was tweaked with the new growing system.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Enjoyment on November 07, 2015, 05:53:48 AM
Hello there, did you add separate bills for different stone types to stonecutting table, as was suggested? It really sucks to explain the importance of this feature every time (really, guys, I had to explain it even to Itchy! Oo). But once again - without this mod you CAN'T make a stock of 200 marble and 300 slate blocks IN ANY WAY, cause the vanilla systems counts all the stone blocks you have in your stockpiles, so if you already have 300 slate blocks and then add a bill 'make stone blocks until you have 200 from only marble' it WON'T do anything. So please, make sure this small mod is allways in your pack. And if it is already in, I'll definately will grab your mp and try it - a new farming system seems to be the most interesting big thing since Abrexus made his SC's new research tree.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on November 07, 2015, 07:47:23 AM
Quote from: Enjoyment on November 07, 2015, 05:53:48 AM
Hello there, did you add separate bills for different stone types to stonecutting table, as was suggested? It really sucks to explain the importance of this feature every time (really, guys, I had to explain it even to Itchy! Oo). But once again - without this mod you CAN'T make a stock of 200 marble and 300 slate blocks IN ANY WAY, cause the vanilla systems counts all the stone blocks you have in your stockpiles, so if you already have 300 slate blocks and then add a bill 'make stone blocks until you have 200 from only marble' it WON'T do anything. So please, make sure this small mod is allways in your pack. And if it is already in, I'll definately will grab your mp and try it - a new farming system seems to be the most interesting big thing since Abrexus made his SC's new research tree.

Yes he did. xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 07, 2015, 12:12:03 PM
Quote from: Pheanox on November 06, 2015, 10:40:40 PM
I have noticed that the grass on my map is dying out faster than it can re-grow, you might want to see if that was tweaked with the new growing system.
I let it run for a while on a tropical biome. There it seemed fine. Which biome were you playing in?
Anyways, I changed some values around now. Hopefully that should fix it :)

Quote from: HavocT on November 06, 2015, 07:06:48 PM
I started a few maps with this modpack and after a while it will start to stutter a lot..basically unplayable. I discovered the debug console and made a screenshot of the error message. I hope that helps to find a solution.
Thanks for the screenshot. Not 100% sure what is causing that for you. The message shows something related to the AutoEquip mod though. I have removed this mod from the pack for the time being. Not that I don't like it, maybe it comes back at some point. It was just giving me some performance issues in huge colonies.

New version 1.12 is out now.
Changelog and download here (https://github.com/simon-82/ModVarietyPack/releases) :)

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on November 07, 2015, 12:23:37 PM
Temperate forest, can confirm dying grass.
Started in default time (couple of months before summer), around the end of summer grass is almost fully disappeared.

I like the grow mechanics, but I find quite strange that creating any type of fertilized soil is construction work instead of grow work.
Is it intended?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Andouce on November 07, 2015, 01:15:37 PM
Really enjoying this mod. If it is the same one I think of from a few alphas before. The one with extensive research tree, fishing and very very good in terms of progression. Or at least it is putting me in memory of that :D

Keep it up, I like where it is going. The one thing I would like to see in future is possibly the addition of more of the faction mods which are out there which would fit into the pack. I am sure you have this in the works as with many other stuff. It is just a matter of time. Look forward to it and enjoying playing atm.

In regards to above with the grow. I think that it technically would be better under growing job but don't know if it can be assigned to that ? Either way it is not bad. :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: HavocT on November 07, 2015, 01:59:27 PM
Quote
Quote from: HavocT on November 06, 2015, 07:06:48 PM
I started a few maps with this modpack and after a while it will start to stutter a lot..basically unplayable. I discovered the debug console and made a screenshot of the error message. I hope that helps to find a solution.
Thanks for the screenshot. Not 100% sure what is causing that for you. The message shows something related to the AutoEquip mod though. I have removed this mod from the pack for the time being. Not that I don't like it, maybe it comes back at some point. It was just giving me some performance issues in huge colonies.

New version 1.12 is out now.
Changelog and download here (https://github.com/simon-82/ModVarietyPack/releases) :)


Thank you very much! Rimworld is the only game i am able to play right now and your modpack just makes it so much more awesome. So, thanks for fixing the problem! :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on November 07, 2015, 07:09:57 PM
Quote from: simon-82 on November 07, 2015, 12:12:03 PM
Quote from: Pheanox on November 06, 2015, 10:40:40 PM
I have noticed that the grass on my map is dying out faster than it can re-grow, you might want to see if that was tweaked with the new growing system.
I let it run for a while on a tropical biome. There it seemed fine. Which biome were you playing in?
Anyways, I changed some values around now. Hopefully that should fix it :)

As paragonid said, I was playing on a temperate map where I noticed the dying grass.  Awesome response time though!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sephyr on November 07, 2015, 07:43:28 PM
Quote from: Pheanox on November 07, 2015, 07:09:57 PM
Quote from: simon-82 on November 07, 2015, 12:12:03 PM
Quote from: Pheanox on November 06, 2015, 10:40:40 PM
I have noticed that the grass on my map is dying out faster than it can re-grow, you might want to see if that was tweaked with the new growing system.
I let it run for a while on a tropical biome. There it seemed fine. Which biome were you playing in?
Anyways, I changed some values around now. Hopefully that should fix it :)

As paragonid said, I was playing on a temperate map where I noticed the dying grass.  Awesome response time though!

I'm experiencing similar issues in a temperate forest biome with a new map (v 1.11).
After about 1 month there is almost no grass to be seen.

Nice pack, keep it up :)

Edit: it also seems to have possibly halted treegrowth, but not sure on that.
Tried to spawn grass seeds with debug, in case its helpfull here is the output from the debug log:


Failed to find Verse.ThingDef named PlantPovertyGrass. There are 1745 defs loaded.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenPlantReproduction.TryFindSeedTargFor (Verse.ThingDef plantDef, IntVec3 root, SeedTargFindMode mode, Verse.IntVec3& foundCell) [0x00000] in <filename unknown>:0

  at RimWorld.GenPlantReproduction.TrySpawnSeed (IntVec3 cell, Verse.ThingDef plantDef, SeedTargFindMode mode, Verse.Thing plant) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu.<DoListingItems_GameModeMap>m__499 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at EdB.Interface.UserInterface.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 07, 2015, 09:50:58 PM
nice catch there sephyr, looks like he removed the natural spawning plant seeds.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 08, 2015, 04:21:59 AM
Quote from: Sephyr on November 07, 2015, 07:43:28 PM
I'm experiencing similar issues in a temperate forest biome with a new map (v 1.11).
After about 1 month there is almost no grass to be seen.

Nice pack, keep it up :)

Edit: it also seems to have possibly halted treegrowth, but not sure on that.
Tried to spawn grass seeds with debug, in case its helpfull here is the output from the debug log:


Failed to find Verse.ThingDef named PlantPovertyGrass. There are 1745 defs loaded.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenPlantReproduction.TryFindSeedTargFor (Verse.ThingDef plantDef, IntVec3 root, SeedTargFindMode mode, Verse.IntVec3& foundCell) [0x00000] in <filename unknown>:0

  at RimWorld.GenPlantReproduction.TrySpawnSeed (IntVec3 cell, Verse.ThingDef plantDef, SeedTargFindMode mode, Verse.Thing plant) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu.<DoListingItems_GameModeMap>m__499 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at EdB.Interface.UserInterface.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

First off thanks, glad you enjoy it :)
Now I have tweaked the numbers in 1.12 and hopefully that was enough to keep the grass from dying. As for the trees and bushes, they grow at around 90% by default on soil now. If you plant them on cultivated soil or better they grow much faster.

As for the error you have found:
You probably tried "Tool: Spawn grass seed" right? If you do that in vanilla RimWorld it throws the same error. The ThingDef it is looking for "PlantPovertyGrass" does not exist in vanilla. My guess is, that's from a previous alpha and has been changed since then. The only grass plants are "grass" and "tallgrass".
The only way to spawn grass I found is by spawning a Thing directly. And that works just fine.

And no, I did not remove any natural spawning seeds XD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 08, 2015, 11:25:55 AM
Cleaning work job not working even when set to high priority. Latest version, no errors.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: HavocT on November 08, 2015, 12:11:00 PM
Quote from: Dopper on November 08, 2015, 11:25:55 AM
Cleaning work job not working even when set to high priority. Latest version, no errors.

Did you zone a cleaning area?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on November 08, 2015, 12:17:02 PM
1.12 added NoCleaningPlease: Home zone doesn't create cleaning zone by default anymore. There's separated zone for it now.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sephyr on November 08, 2015, 02:31:20 PM
Quote from: simon-82 on November 08, 2015, 04:21:59 AM
Quote from: Sephyr on November 07, 2015, 07:43:28 PM
I'm experiencing similar issues in a temperate forest biome with a new map (v 1.11).
After about 1 month there is almost no grass to be seen.

Nice pack, keep it up :)

Edit: it also seems to have possibly halted treegrowth, but not sure on that.
Tried to spawn grass seeds with debug, in case its helpfull here is the output from the debug log:


Failed to find Verse.ThingDef named PlantPovertyGrass. There are 1745 defs loaded.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenPlantReproduction.TryFindSeedTargFor (Verse.ThingDef plantDef, IntVec3 root, SeedTargFindMode mode, Verse.IntVec3& foundCell) [0x00000] in <filename unknown>:0

  at RimWorld.GenPlantReproduction.TrySpawnSeed (IntVec3 cell, Verse.ThingDef plantDef, SeedTargFindMode mode, Verse.Thing plant) [0x00000] in <filename unknown>:0

  at Verse.Dialog_DebugActionsMenu.<DoListingItems_GameModeMap>m__499 () [0x00000] in <filename unknown>:0

  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0

  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0

  at EdB.Interface.UserInterface.UIRootOnGUI () [0x00000] in <filename unknown>:0

  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

First off thanks, glad you enjoy it :)
Now I have tweaked the numbers in 1.12 and hopefully that was enough to keep the grass from dying. As for the trees and bushes, they grow at around 90% by default on soil now. If you plant them on cultivated soil or better they grow much faster.

As for the error you have found:
You probably tried "Tool: Spawn grass seed" right? If you do that in vanilla RimWorld it throws the same error. The ThingDef it is looking for "PlantPovertyGrass" does not exist in vanilla. My guess is, that's from a previous alpha and has been changed since then. The only grass plants are "grass" and "tallgrass".
The only way to spawn grass I found is by spawning a Thing directly. And that works just fine.

And no, I did not remove any natural spawning seeds XD

i indeed used the specified debug tool, figured it mightve been a false in some way as i didnt have time to test it to a fresh install.

I'll give the latest version a go on a fresh gen to see how it behaves now.
Its possible i might add AutoEquip and AutoEquipInfusion back in personally, if so i'll report any grass growth issues here. Otherwise i'll create an issue on git with a clean version if thats ok.

Thanks for the reply :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on November 08, 2015, 02:39:15 PM
Quote from: paragonid on November 08, 2015, 12:17:02 PM
1.12 added NoCleaningPlease: Home zone doesn't create cleaning zone by default anymore. There's separated zone for it now.

Thanks both of you, i feel so stupid now... xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: lughtaj on November 08, 2015, 06:20:59 PM
I desperately want this to work with animal surgery and a dog said, but I can't get it to work. I've tried fiddling with the mod order, but no matter what I do, the surgery tab still isn't there for animals. Anyone have any insight?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on November 08, 2015, 07:05:39 PM
Quote from: lughtaj on November 08, 2015, 06:20:59 PM
I desperately want this to work with animal surgery and a dog said, but I can't get it to work. I've tried fiddling with the mod order, but no matter what I do, the surgery tab still isn't there for animals. Anyone have any insight?
Try removing edb interface and all other ui mods.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 10, 2015, 10:46:59 AM
Released 1.13 now.
Special thanks to TLHeat for his contributions to the modpack!
Most importantly for you all, the grass bug seems to be fixed. At least in my testing.
Secondly, cats! are running wild now in this modpack. So beware of any tigers or lions!
Huge thanks go to Fluffy for this great mod!

Changelog and download here (https://github.com/simon-82/ModVarietyPack/releases) :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Rorgan on November 10, 2015, 05:43:26 PM
Its save compatible with 1.12?

How its works?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: iguanaman on November 11, 2015, 07:01:03 AM
This pack looks really great, tightly balanced and updated frequently.  Only thing is I like to customize things by removing/adding mods I like too, would anyone be able to briefly explain which type of mods could be added and not cause issues (graphics I assume are ok, which gameplay ones though?).  Also which can be removed (if any?).

Thanks and great work @simon-82.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: MrWashingToad on November 11, 2015, 12:19:00 PM
Here's YouTuber and Twitch caster Peter_Taylor's Twitch Video On Demand - approximately 4.5 hours of livestream RimWorld w/ the 1.13version of the ModVarietyPack installed - first look/first play.. http://www.twitch.tv/peter_taylor/v/23372558 (http://www.twitch.tv/peter_taylor/v/23372558) . I'll try and get the YouTube link posted for when he gets it posted over on YouTube - normally the Twitch VODs last only about 2 weeks or so.
He's playing on Phoebe at Rough.

Edit: Peter_Taylor's playlist for the Birthday Livestream: RimWorld A12d w/ v1.13 ModVarietyPack https://www.youtube.com/playlist?list=PLekoqmtp9eDWGShnUfW4lB0RBaRQRX2K- (https://www.youtube.com/playlist?list=PLekoqmtp9eDWGShnUfW4lB0RBaRQRX2K-)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 11, 2015, 12:30:49 PM
Quote from: Andouce on November 07, 2015, 01:15:37 PM
Keep it up, I like where it is going. The one thing I would like to see in future is possibly the addition of more of the faction mods which are out there which would fit into the pack. I am sure you have this in the works as with many other stuff. It is just a matter of time. Look forward to it and enjoying playing atm.

In regards to above with the grow. I think that it technically would be better under growing job but don't know if it can be assigned to that ? Either way it is not bad. :)
Which factions were you thinking about? Each of the factions I add come with their own weapons most of the time so they need to be balanced accordingly.
Also I don't want to add too much too fast. I rather fix bugs and balance first :)

As for the soil being a construction job, I think it would be neat if it was growing work actually. But I couldn't get that to work. The soil is technically a terrain type (like floors) and this type needs to be contruction work.
If anybody has an idea how to switch it to be growing work, let me know!

Quote from: iguanaman on November 11, 2015, 07:01:03 AM
This pack looks really great, tightly balanced and updated frequently.  Only thing is I like to customize things by removing/adding mods I like too, would anyone be able to briefly explain which type of mods could be added and not cause issues (graphics I assume are ok, which gameplay ones though?).  Also which can be removed (if any?).

Thanks and great work @simon-82.
Glad you are enjoying it :)
As for adding/removing mods, that's a bit tricky. I can't really recommend it as long as you know what you are doing. Graphical mods should be fine, all gameplay is balanced areound combat realism, so if you add a mod, that one should also work with CR. Crafting is based around superior crafting, so added mods have to work with that one, too. Hope that helps.   
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: onearchitype on November 11, 2015, 04:25:10 PM
Really love your Mod...I like the slow build of tech the research tree decisions. Suggestion: would you consider adding Powerless to the pack? I really like being able to take my time when it comes to power and the torch items in Powerless are fantastic. I also like the tables and stumps which can be used in bedrooms without having to remember to turn off gathering.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: losinator501 on November 14, 2015, 09:56:01 PM
Gonna give this a try on YouTube once my current playthrough dies out... looks good but obviously haven't played it yet :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 14, 2015, 10:26:12 PM
Quote from: losinator501 on November 14, 2015, 09:56:01 PM
Gonna give this a try on YouTube once my current playthrough dies out... looks good but obviously haven't played it yet :P

I will be watching.... :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SirLeonardo on November 15, 2015, 08:17:29 AM
I install the mod following all the instructions, in the first time i open the game it runs with no problens, but in the second time the game don't open, what can i do?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zepher79 on November 15, 2015, 09:09:11 AM
Just for fun, I decided to break down what it would cost to make a colonist fully bionic, with all the most advanced limbs and implants, using two medical ribs and the rest adrenaline. The complete bill of supplies needed, when broken down to their most basic components, is:

465 Biomatter (Or 31 corpses, ew)
349.5 Platsteel Ore
3515 Sand
1360 Silver
1276.6 Bauxite
1250 Raw Xerigium
250 Raw Cotton
4 Glitterworld Medicine

Assuming I got all the numbers right, this puts the market value for everything at 31,626.83! Neat, huh?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on November 15, 2015, 12:23:23 PM
Price of being half-god.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 16, 2015, 09:28:52 AM
Quote from: Zepher79 on November 15, 2015, 09:09:11 AM
31,626.83!
All the silver! o.O

Quote from: onearchitype on November 11, 2015, 04:25:10 PM
Really love your Mod...I like the slow build of tech the research tree decisions. Suggestion: would you consider adding Powerless to the pack? I really like being able to take my time when it comes to power and the torch items in Powerless are fantastic. I also like the tables and stumps which can be used in bedrooms without having to remember to turn off gathering.
Glad you enjoy it. Nice suggestion. I'll take a look at it! :)

Quote from: losinator501 on November 14, 2015, 09:56:01 PM
Gonna give this a try on YouTube once my current playthrough dies out... looks good but obviously haven't played it yet :P
Nice, I will tune it for sure! Yes, I will turn the dial on my Internet to be on the right frequency to receive your broadcast.

New version released 1.14 (find it here (https://github.com/simon-82/ModVarietyPack/releases)):
- bugfixes and tweaks
- added NoRaid Storyteller
- added Sleep (one use syringe for quickly injecting anesthetic)

EDIT: Sorry guys, missed some bugs related to corpses (ew, I know), hotfix is ready v.1.14a
- fixes fish corpes issues for biomatter + butchering table.
- Disallow robots for biomatter
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 16, 2015, 11:35:44 AM
the mod has a lot but not much going on in security...just basic stuff...I was hoping for some new turrets
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 16, 2015, 11:37:47 AM
Quote from: NemesisN on November 16, 2015, 11:35:44 AM
the mod has a lot but not much going on in security...just basic stuff...I was hoping for some new turrets
There are some new turrets in the pack, research turrets I and II gives you those.
I want to add more, I have to be careful with balancing them in context of CR though
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dismar on November 16, 2015, 03:49:42 PM
you got Embrasures? omg you need these! :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 16, 2015, 03:55:07 PM
Quote from: dismar on November 16, 2015, 03:49:42 PM
you got Embrasures? omg you need these! :P
Unlocked at the veeeery end of the tech tree :)
For those that don't know when to leave this filthy rock :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Samuriano on November 16, 2015, 04:59:00 PM
investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate investigate thats all in this mod
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Tapkovich on November 17, 2015, 07:58:54 AM
Hi love your mode very much and got some questions and suggestions.
Q-Part.
I mentioned that raids grow to some degree and then stop. I got pretty big and rich base but raiders stop to grow in numbers witch is pretty strange. Cuz now i got 0 challenge when raid come in. Do you tweak some numbers or its just bug ? Playing on Cassandra 100%.

S-part
Dont you think, that not allowing terraforming pump to work under roof to harsh for mountain bases? I know that its pretty imbalanced stuff but in mountains you got near 0 abilities to grow corps. Animals wont count as food source and you end with canibalism. Pump already cost alot in energy and materials so mb you should think about it ? Cuz even hydroponics is difficult cuz you need not wood but food for mulch and well its pretty much impossible for early-midgame in cold regions.

You need to tweak minigun turret its toooo powerful for now on. 24 dmg from 1 bullet with over 9000 bullets in burst. I understand that you kinda make it bad for killboxes and recruting prisioners, but you dont rly need killboxes or more colonist with that much firepower.

I think it will be good to buff fertilized soil  cuz this 2% make 0 difference even in big nummbers. You got pretty much 0 reasons to upgrade soil if you dont want fancy stuff like oranges. I suggest to add new req for fine and lavish meal. If you make better meal ask better corps that will give motivation for players.

Biomatter work amount is too big. Its nearly 8 ours of game time. That leads to mood problems for collonists, cuz they start task and couldnt end - lose mood- go crazy etc. Mb 10-15% tweak will be enough  to not micromagane this.

P.s Sorry for my english
P.s.s Awesome idea with plasmagenerations.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 17, 2015, 12:23:30 PM
Quote from: Tapkovich on November 17, 2015, 07:58:54 AM
Hi love your mode very much and got some questions and suggestions.
Q-Part.
I mentioned that raids grow to some degree and then stop. I got pretty big and rich base but raiders stop to grow in numbers witch is pretty strange. Cuz now i got 0 challenge when raid come in. Do you tweak some numbers or its just bug ? Playing on Cassandra 100%.

S-part
Dont you think, that not allowing terraforming pump to work under roof to harsh for mountain bases? I know that its pretty imbalanced stuff but in mountains you got near 0 abilities to grow corps. Animals wont count as food source and you end with canibalism. Pump already cost alot in energy and materials so mb you should think about it ? Cuz even hydroponics is difficult cuz you need not wood but food for mulch and well its pretty much impossible for early-midgame in cold regions.

You need to tweak minigun turret its toooo powerful for now on. 24 dmg from 1 bullet with over 9000 bullets in burst. I understand that you kinda make it bad for killboxes and recruting prisioners, but you dont rly need killboxes or more colonist with that much firepower.

I think it will be good to buff fertilized soil  cuz this 2% make 0 difference even in big nummbers. You got pretty much 0 reasons to upgrade soil if you dont want fancy stuff like oranges. I suggest to add new req for fine and lavish meal. If you make better meal ask better corps that will give motivation for players.

Biomatter work amount is too big. Its nearly 8 ours of game time. That leads to mood problems for collonists, cuz they start task and couldnt end - lose mood- go crazy etc. Mb 10-15% tweak will be enough  to not micromagane this.

P.s Sorry for my english
P.s.s Awesome idea with plasmagenerations.
Thanks for the feedback :)

Raids: Don't know really. I didn't change Cassandra at all. Raids should be as always.

Terraforming pump: Making this thing work under a roof would be too OP. Maybe buy cheap food from a trader and make mulch?

Minigun turret: Ok. I hear you. I can make it less powerful. What do you think? Less dmg? Less bullets per burst? Or both?

Soil: The difference in soil fertility is intentional. The plants are what are better. And they need better soil to grow.
For example (1 plant):
Starting plant potato: 8 food in 6.2 days (only needs cultivated soil)
Best plant (compared to potato) is carrots: 14 food in 4.7 days + no debuff when eaten raw (needs enriched soil)
Hope that helps :)

Biomatter: Ok. I will lower the amount of work. 
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 17, 2015, 01:26:58 PM
I don't know if its a Combat Realism mod or something that nerfs mechanoids makes this but those Centipede Mechanoids destroy everything with their machine gun

they have a range reach of half of the map and they shoot constantly with ridiculous amount of bullets per second without stoping at all flying and destroying/killing everything.....my snipers can't reach them without getting rapid fire shoot at them

I don't know what makes them this way but this needs a patch seriously its impossible to defend against  something that fires 1000 bullets across the entire map constantly
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 17, 2015, 01:33:21 PM
Quote from: NemesisN on November 17, 2015, 01:26:58 PM
I don't know if its a Combat Realism mod that makes this but those Centipede Mechanoids destroy everything with their machine gun

they have a range reach of half of the map and they shoot constantly with ridiculous amount of bullets per second flying and destroying/killing everything.....my snipers can't reach them without getting rapid fire shoot at them

I don't know what makes them this way but this needs a patch seriously its impossible to defend against  something that fires 1000 bullets across the entire map constantly

Yes combat realism makes that change to the centipedes... It takes a different tactic now to kill mechs, as they are damage resistant to bullets, due to their armor. But they do take damage from frag weapons.

A tank laying down cover fire should decimate infantry, that is what they do.
Title: A few Issues
Post by: Sinza on November 17, 2015, 01:48:10 PM
Hey simon,

i really like you modpack so far!

Some things that seemed to not be intended:
The central heater and cooler system seems to be unbalanced:
I've got a central temperature Room to provide my whole base with a constant temp. Since now I've placed a lot of duct intakes in that room but the temp. in the Rooms where the smart duct outlets are doesn't ever seem to reach the set temp.
Screenshots:
http://imgur.com/IxGb5DC
http://imgur.com/gq1jAIn

Also the electric oven seems to broken. None of my given tasks are getting done.

The windows are only letting artifical light through. So they are lighting the outside at night but during the day they dont have any purpouse....

A few things which i would be really happy about are:
Invisible power conduits.
Power switches with a movement detection and a timer.

A thought about the growing system:
The possibility to grow trees only on cultivated soil doesnt seem reasonable because they are growing on uncultivated soil by themself.
If this is someting which isn't possible to change it wont be terrible.

Greetings and good luck for your project!
Sinza
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 17, 2015, 01:52:01 PM
I have to agree that a 2% increase for fertilizing soil does not work. I as the player should get to choose what plants get the grow/output boost, not be locked in by arbitrary program decisions. If I want a fast growing potato farm, and slow growing low yield carrots, that should be my choice. Having plants the require better soil to even be planted is fine, and realistic. But getting a minuscule increase from improving the soil of other plants is not.

The curve needs to follow the base game, cultivated soil base grow time. Fertilized soil should increase the growth rate by at least 10%, watered soil another 10% and enriched soil another 20%. The base game rich soil is 140% of normal soil.

Right now there is no incentive to ever improve the soil, if you don't want to grow the additional plants.
Title: Re: A few Issues
Post by: TLHeart on November 17, 2015, 02:01:41 PM
Quote from: Sinza on November 17, 2015, 01:48:10 PM
Hey simon,

i really like you modpack so far!

Some things that seemed to not be intended:
The central heater and cooler system seems to be unbalanced:
I've got a central temperature Room to provide my whole base with a constant temp. Since now I've placed a lot of duct intakes in that room but the temp. in the Rooms where the smart duct outlets are doesn't ever seem to reach the set temp.
Screenshots:
http://imgur.com/IxGb5DC
http://imgur.com/gq1jAIn

Also the electric oven seems to broken. None of my given tasks are getting done.

The windows are only letting artifical light through. So they are lighting the outside at night but during the day they dont have any purpouse....

A few things which i would be really happy about are:
Invisible power conduits.
Power switches with a movement detection and a timer.

A thought about the growing system:
The possibility to grow trees only on cultivated soil doesnt seem reasonable because they are growing on uncultivated soil by themself.
If this is someting which isn't possible to change it wont be terrible.

Greetings and good luck for your project!
Sinza

Electric oven is missing the workgiver, so nothing will be done, until that is added.

As far as the central heating, since your network temp is only 17, the rooms will never reach 21. That is from the LT redistheat mod, and that is how it works. Need to increase the net temperature.
Title: Re: A few Issues
Post by: simon-82 on November 17, 2015, 02:02:00 PM
Quote from: Sinza on November 17, 2015, 01:48:10 PM
Hey simon,

i really like you modpack so far!

Some things that seemed to not be intended:
The central heater and cooler system seems to be unbalanced:
I've got a central temperature Room to provide my whole base with a constant temp. Since now I've placed a lot of duct intakes in that room but the temp. in the Rooms where the smart duct outlets are doesn't ever seem to reach the set temp.
Screenshots:
http://imgur.com/IxGb5DC
http://imgur.com/gq1jAIn

Also the electric oven seems to broken. None of my given tasks are getting done.

The windows are only letting artifical light through. So they are lighting the outside at night but during the day they dont have any purpouse....

A few things which i would be really happy about are:
Invisible power conduits.
Power switches with a movement detection and a timer.

A thought about the growing system:
The possibility to grow trees only on cultivated soil doesnt seem reasonable because they are growing on uncultivated soil by themself.
If this is someting which isn't possible to change it wont be terrible.

Greetings and good luck for your project!
Sinza

Temperature: You have to find a way to bring the net temperature up. I could increase it by having a higher temperature in the heater room. Duct network is from the RedistHeat mod. Try and ask in that mod thread if you can't get it to work :)

I will fix the oven right now. Sorry, that was a derp by me.

Yes the windows are mostly cosmetic. Ourside light won't come through. The only way to get sun into a room is by unroofing it I am afraid.

Thanks for the other suggestions.
As for the trees, I think that wouldn't be possible. I would need to make all soil growable again.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 17, 2015, 02:09:13 PM
Quote from: TLHeart on November 17, 2015, 01:52:01 PM
I have to agree that a 2% increase for fertilizing soil does not work. I as the player should get to choose what plants get the grow/output boost, not be locked in by arbitrary program decisions. If I want a fast growing potato farm, and slow growing low yield carrots, that should be my choice. Having plants the require better soil to even be planted is fine, and realistic. But getting a minuscule increase from improving the soil of other plants is not.

The curve needs to follow the base game, cultivated soil base grow time. Fertilized soil should increase the growth rate by at least 10%, watered soil another 10% and enriched soil another 20%. The base game rich soil is 140% of normal soil.

Right now there is no incentive to ever improve the soil, if you don't want to grow the additional plants.
The problem is, there is only one value to tweak that. Fertility.
Let's say the fertility of cultivated soil (the base) is 100% and fertilized is 140%.
Now you plant potatoes on cultivated soil. They need a 100% soil to grow, so they grow at 100% and get a big boost on fertilized soil. All is fine.
Here is the problem:
The better plant needs at least a soil with 140% fertility to grow. Now it won't grow if you seed that on cultivated soil BUT if you seed it on fertilized soil it will still grow with a big boost of 140%. But it should actually grow at around 100%.


EDIT: 2nd hotfix is ready to download (https://github.com/simon-82/ModVarietyPack/releases) (v.1.14b)

- fixed electric oven workgiver
- nerfed minigun turret
- lowered the amount of work for extracting biomatter
- buffed the output of Xerigum. Now 3 per plant in 10 days. Up from 1 per plant in 14 days.
Title: Re: A few Issues
Post by: Sinza on November 17, 2015, 03:34:28 PM
Something else that bothered me a bit:
The roof support doesn't show the reach of it. Is this intended?

Quote from: simon-82 on November 17, 2015, 02:02:00 PM
Yes the windows are mostly cosmetic. Ourside light won't come through. The only way to get sun into a room is by unroofing it I am afraid.

Thats sad to hear... Maybe changing the windows to be a lightsource with a timed or to the outside lighting conditions connected function would be a workaround?

Quote from: simon-82 on November 17, 2015, 02:02:00 PM
Thanks for the other suggestions.
As for the trees, I think that wouldn't be possible. I would need to make all soil growable again.

If you dont mind getting some suggestions i've got some more :)!?

PS: For the extended Power Switch functionality there is already a mod:
https://ludeon.com/forums/index.php?topic=2890.0
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 17, 2015, 03:48:16 PM
Quote from: TLHeart on November 17, 2015, 01:33:21 PM

Yes combat realism makes that change to the centipedes... It takes a different tactic now to kill mechs, as they are damage resistant to bullets, due to their armor. But they do take damage from frag weapons.

A tank laying down cover fire should decimate infantry, that is what they do.

what tactic to kill them ? they destroy my entire base and kill all people from safe distance....why do they have insane range on a machine gun.....the bullets even spread when it goes long distance hitting everything....my artillery get destroyed....they have a range across half of the map....I need to build in one corner of the map my artillery and hope they land in another corner of the map.....its like a bullet rain I can't defend it....its OP
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 17, 2015, 06:34:19 PM
you could put a few walls down, you know. Mortars don't need line of sight to hit. That said, centipedes are a b***h to kill, I agree.

Good to hear the oven is getting fixed, I was starting to think I was going crazy. On that note, what's so special about bread? Seems to take a rather absurd amount of wheat to make flour and then bread, when compared to just making meals?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 17, 2015, 09:41:11 PM
I still need someone to defend the walls in front for them to not brake in......they will just keep moving forward and be a harder target to kill....mortars are not that accurate
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 18, 2015, 08:06:11 AM
Quote from: Fluffy (l2032) on November 17, 2015, 06:34:19 PM
Good to hear the oven is getting fixed, I was starting to think I was going crazy. On that note, what's so special about bread? Seems to take a rather absurd amount of wheat to make flour and then bread, when compared to just making meals?
Yep, sorry about the oven not working. It was simply too advanced for the colonists to use I suppose.  ::)
And now that it is working, more flour for everybody! Hope that balances the bread in comparison to meals. You also get two loafs of bread for the recipe btw.

v.1.15 released (find it here (https://github.com/simon-82/ModVarietyPack/releases))
- increased amount of flour from grounding
- fixed syringe recipe
- added radius for RoofSupport
- added CCL standing lamps
- added CaveWorldFlora
- added Mechanoid Terraformer
- added invisible power conduits
- added advanced power switch
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NoImageAvailable on November 18, 2015, 12:54:52 PM
One of the things about modding realism into games is it can reveal all kinds of absurdities in a game's setting. If we look at Centipedes for example, we can assume that an Inferno cannon would be a futuristic equivalent to something like a 100mm cannon today, a heavy charge blaster would be equivalent to a 30mm machine cannon. This is the kind of weaponry you'd see on a modern day IFV.

Now if we look at modern day IFV's, they carry (machine) cannons as main armament capable of engaging targets well over a kilometer out with coaxial machine guns capable of engaging point targets at around 800m. In terms of armor they are usually designed to be protected against machine cannons frontally with all-around protection against heavy machine guns.

Now if we consider the Centipede to be a sort of advanced AI IFV without the carrying capacity you'd have something that would perform even better. It would be impervious to anything short of explosives or machine cannons. But Rimworld combat is focused around small scale combat involving light infantry so throwing in an armored combat vehicle like that completely throws off all balance hence nods to gameplay need to be made. For example making Centipedes vulnerable to small arms fire.

But in the end they still act like armored vehicles and pose a very different threat from the light infantry you're normally facing, so you need specialized tactics to defeat them. It used to be easier in previous Alphas, but A12 broke a bunch of stuff regarding aiming which is most noticable with long windup, long burst time weapons such as the Centipedes have. The other problem is the availability of proper anti-tank weapons, I think the addition of an improvised cannon turret akin to the mortar might be helpful. More accurate fire support than a mortar but direct fire only and must still be manned and provided with shells, it would allow the player to effectively combat armored assaults.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sinza on November 18, 2015, 12:59:45 PM
Thank you simon!
I'm happy to see that you're reacting this fast to suggested improvements.

Any opinion about my suggested workaround for the windows?

The caveworldflora mod is really nice, a good idea to add that!

A few other mods i found really useful in the past are:
- Brighten from Latta's small mods -> https://ludeon.com/forums/index.php?topic=11171.msg111224#msg111224
- Medical Drinks from yMods - Small Vanilla Enhancements! -> https://ludeon.com/forums/index.php?topic=10850.0 (sadly out of date)
- Do not Disturb and Smooth Walls from e's small mods -> https://ludeon.com/forums/index.php?topic=16098.0
- Mechanical Walls from Mechanical Defense 2 -> https://ludeon.com/forums/index.php?topic=7380.0

Maybe you'll find the one or the other also useful.

Greetings,
Sinza
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 18, 2015, 01:11:19 PM
Oh by the way, I have a request to all of you playing with the modpack:

I am still looking for some screenshots for the first post of this thread.
If you have a nice colony to show, upload a screenshot and share it :)


Quote from: NoImageAvailable on November 18, 2015, 12:54:52 PM(...) I think the addition of an improvised cannon turret akin to the mortar might be helpful. More accurate fire support than a mortar but direct fire only and must still be manned and provided with shells, it would allow the player to effectively combat armored assaults.
Funny that you mention that. I have a cannon turret in the pack that acts exactly as you described it. Needs to be manned, direct fire, needs cannon shells, high AP. Maybe if I bump up the range of that one to be on par with the Centipede? I am just worried that would be overpowered then.


Quote from: Sinza on November 18, 2015, 12:59:45 PM
Thank you simon!
I'm happy to see that you're reacting this fast to suggested improvements.

Any opinion about my suggested workaround for the windows?
(...)
You're welcome :)
About the windows, I am not sure if I want to keep them the way they are. Draggable like a wall I mean. I was thinking of changing them to single square items that can be added in between walls. Not sure if I understand your "workaround". What are you exactly trying to accomplish with this?
Good suggestions again. I like the medical drinks :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 18, 2015, 03:17:01 PM
I think centipede machine gun range needs a patch. I mean its just stupid that sniper rifle can't reach the distance a machine gun can reach not to mention the fact that machine gun fires rain of bullets constantly comparing to sniper rifle that has a delay with each shoot

either that or a better security options against it like cannons that have a long distance range, that are a lot more accurate then mortars and that are specific in damage against heavy units like centipede

this mod pack right now if you get attacked by a centipede with a machine gun you are pretty much done for not to mention if you get attacked by more then 1
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 18, 2015, 03:19:44 PM
Quote from: NemesisN on November 17, 2015, 09:41:11 PM
I still need someone to defend the walls in front for them to not brake in......they will just keep moving forward and be a harder target to kill....mortars are not that accurate

Actually with Combat realism, mortars are accurate. And emp mortars are a great Friend against mechs.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kexici on November 18, 2015, 05:24:13 PM
If you looking for window look at bunker tech , maybe it will be work.
https://ludeon.com/forums/index.php?topic=14763.0

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 18, 2015, 07:05:56 PM
I found a mod called Turret Collection witch works fine with this mod pack

It has cannons to handle overpowered centipede....its still a challenge because of their insane range but you can still strategies with these cannons....I needs 5 direct hits or more to kill one centipede

its a nice mod to go with this mod pack since this mod pack does not have much going on in security compare to other things available

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: InebriatedFetus on November 18, 2015, 08:16:26 PM
Can't seem to get this to work, followed the install instructions but nothing happens. I don't know what I'm doing wrong..
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NoImageAvailable on November 19, 2015, 06:36:59 AM
Quote from: simon-82 on November 18, 2015, 01:11:19 PM
Funny that you mention that. I have a cannon turret in the pack that acts exactly as you described it. Needs to be manned, direct fire, needs cannon shells, high AP. Maybe if I bump up the range of that one to be on par with the Centipede? I am just worried that would be overpowered then.

CR already has a cannon turret for this exact purpose, but it has to be bought. I'm thinking about adding an improvised version with reduced accuracy to the next release, just so players are guaranteed access to some kind of anti-tank weapon.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 19, 2015, 01:51:52 PM
For those that would like a visual reference for the tech tree, Using this https://ludeon.com/forums/index.php?topic=12064.0 (https://ludeon.com/forums/index.php?topic=12064.0)  we all now have a visual reference.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/12234956_1051969581501068_8936927125310591218_n.jpg?oh=3ef2ff13280f8f0fe052efbe37703e47&oe=56B7F41F)

Can download the .png file from the attachment.

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: rimmyjim on November 19, 2015, 06:06:56 PM
I'm having a reproducable problem with non-stop raids.

I've chosen Sereniz Sadistic on Base-builder difficulty, especially because I like all the little nuisances but I dislike raids. For the first ingame week everything went smoothly, then the first raid came (1 person). The next day, another raid (1 person). The next day... yet another raid (2 persons); this last one was actually thwarted by NPCs on the scene but as soon as the raiders were retreating (as in: the exact same second) another raid by 5 natives started! I narrowly defeated them... and maybe 30 seconds later a pirate raid launched.

This keeps happening to all my colonies, at least when choosing Sadistic as my story teller. I used her before in the discontinues conversion mod pack and never had this problem.

Is this a known bug?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Tapkovich on November 20, 2015, 10:55:40 AM
Hi again, dunno if you got my pm but i caltulate some food stuff you have and well.... i can say its almost pointless for survival to upgrade soil.  U need to waste too much food for that.  I'll try to send you spreedsheet again so you can see it by yourself.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 20, 2015, 04:16:06 PM
Would really like to see wood and bamboo used at the mulch machine.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zepher79 on November 20, 2015, 08:06:40 PM
I had a thought about the ongoing debate about using fertilized soil and the growth bonus it gives. Shouldn't it be possible to adjust a few values to have a significant benefit to lower tier crops while still maintaining higher tier crops as a more viable solution? I'll use nonsense values for the sake of discussion as I don't know the proper values off the top of my head.

Assuming that the current implementation is something along the lines of:
Potatoes yield 5 crops over a growing period of 5 days, or a food value of 1 per day. The highest tier of soil gives a bonus of 5%, increasing the yield to 1.05 food per day. (I think? Correct my thought process if this is incorrect.)
Carrots yield 10 crops over a growing period of 7 days, or a food value of 1.43 per day. With the soil bonus of 5% this increases to 1.5 per day.

If we increase the soil benefit to 30% instead of 5%, potatoes increase their yields to 1.3 food per day, while carrots increase to 1.86. Now perhaps that makes carrots TOO good and we'd like them to be capped at the same 1.5 food value per day. That would still be an increase over potatoes, but you wouldn't HAVE to switch over to see the benefit.

Because we know carrots will NEVER be planted in anything but the highest tier soil, all that needs to be done is to decrease their base yield or growth rate. For this example we'll use yield. Decreasing the base yield to 8.05 ensures that even with the bonus 30% from the soil they will still only ever yield the original food per day of around 1.5.

All of this to say, while it might be tedious to mess with, I THINK it should be possible to maintain higher tier crops as being better while making the soil upgrades worthwhile even if you decide to continue using lower tier crops. (For... some reason!)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on November 20, 2015, 11:46:16 PM
Hi, did you downgrade immunity gain speed on basic beds? Its strange that my pawn can survive plague on foot and working but not resting in bed ;)   
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Liono on November 22, 2015, 05:09:12 AM
Hello
can someone help me with the installation of this mod
not quite understand with the all the step in read me
i'm playing with mac though
thank you very much if anyone can help me
really interested with this mudpack
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Tapkovich on November 22, 2015, 05:31:44 AM
Quote from: Grogfeld on November 20, 2015, 11:46:16 PM
Hi, did you downgrade immunity gain speed on basic beds? Its strange that my pawn can survive plague on foot and working but not resting in bed ;)
Yep it depends on quality of the bed but for normal quality its scale this way:
85% - Hide bed
110% - Cloth bed
114% - Pod and medical bed
125% - Royal and Comfy bed
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on November 22, 2015, 08:18:19 AM
Quote from: Tapkovich on November 22, 2015, 05:31:44 AM
Yep it depends on quality of the bed but for normal quality its scale this way:
85% - Hide bed
110% - Cloth bed
114% - Pod and medical bed
125% - Royal and Comfy bed

But when you're in sleeping spot you have 100%. So in the early game best "medical beds" are the worst to sleep on. Idea is good but it need some balance like adjusting sleeping spot stat to.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 22, 2015, 09:45:20 AM
Quote from: Tapkovich on November 22, 2015, 05:31:44 AM
Quote from: Grogfeld on November 20, 2015, 11:46:16 PM
Hi, did you downgrade immunity gain speed on basic beds? Its strange that my pawn can survive plague on foot and working but not resting in bed ;)
Yep it depends on quality of the bed but for normal quality its scale this way:
85% - Hide bed
110% - Cloth bed
114% - Pod and medical bed
125% - Royal and Comfy bed
That's not right, medical should always be highest, comfy beds are better for rest but shouldn't be for immunity.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on November 22, 2015, 10:00:07 AM
Well I could argue with that Fluffy. Medical beds aren't special even in real life ;), except when you install monitoring station (i don't remember the name of that thing) next to them, so it just need adjustment. If medical beds with equipment installed are significant better then Royal/Comfty ones than it's ok like it is now. but I don't know if that's now  overpriced when compared with thous two.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Tapkovich on November 22, 2015, 05:34:01 PM
Quote from: Grogfeld on November 22, 2015, 08:18:19 AM
Quote from: Tapkovich on November 22, 2015, 05:31:44 AM
Yep it depends on quality of the bed but for normal quality its scale this way:
85% - Hide bed
110% - Cloth bed
114% - Pod and medical bed
125% - Royal and Comfy bed

But when you're in sleeping spot you have 100%. So in the early game best "medical beds" are the worst to sleep on. Idea is good but it need some balance like adjusting sleeping spot stat to.
I think it was that small thing that you always forgot about during testing. Will be fixed soon.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pjstaab on November 22, 2015, 08:14:12 PM
I apologize if this has been mentioned but Norbals can't get advanced bionics, is this intended?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Liono on November 23, 2015, 01:02:01 AM
Hello
can someone help me with the installation of this mod
not quite understand with the all the step in read me
i'm playing with mac though
thank you very much if anyone can help me
really interested with this modpack
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Liono on November 23, 2015, 05:42:18 AM
How to install this mod on mac?
help me plzzzzzz
Thank you :'(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Haplo on November 23, 2015, 06:06:58 AM
Quote from: Liono on November 23, 2015, 05:42:18 AM
How to install this mod on mac?
help me plzzzzzz
Thank you :'(

I don't have a Mac, so I can only link you to the mod installation guide for a Mac:
Installing Mods on Mac (https://ludeon.com/forums/index.php?topic=3549.msg174505#msg174505)

Hope this helps..
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Makropony on November 23, 2015, 07:16:17 AM
A full list of features would be nice.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 23, 2015, 10:03:41 AM
Quote from: Makropony on November 23, 2015, 07:16:17 AM
A full list of features would be nice.

yeah a list of mods used some names and features
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 23, 2015, 10:26:22 AM
Mods used in this mod pack:

- Community Core Library v0.12.4
- Combat Realism Core
- Rimarsenal [Combat Realism]
- Rimarsenal - Federation
- Norbal Viking Program
- Vein Miner
- MVP
- Backstories Core
- EdB Interface
- EdB Prepare Carefully
- Pawn State Icons v04c
- Medical Info
- Enhanched Tabs
- LT - No Cleaning Please!
- Hospitality 1.08
- RT Storage
- LT - Infusion
- MAI+
- Auto Seller
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 23, 2015, 10:28:35 AM
there's a lost of mods used on github (it's just one mouseclick away...).

As for a full feature list, I'd rather simon spends his time on awesome new content rather than create and update a full feature list for dozens of mods (who all already have their own features list on this forum) for a few people too lazy to click a link or just find them on the forum...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 23, 2015, 10:47:58 AM
I don't like the storage on this Mod its way to messy and ugly with those RT Storage

I think you should use this storage system

https://github.com/mipen/MD2Storage/releases (https://github.com/mipen/MD2Storage/releases)

It has a nice look and it can store 2250 recourses in total per one storage that only takes 2 space without looking messy

It needs this Mod loaded first to work

https://github.com/mipen/MD2Base/releases/ (https://github.com/mipen/MD2Base/releases/)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 23, 2015, 01:09:17 PM
Quote from: NemesisN on November 23, 2015, 10:47:58 AM
I don't like the storage on this Mod its way to messy and ugly with those RT Storage

I think you should use this storage system

https://github.com/mipen/MD2Storage/releases (https://github.com/mipen/MD2Storage/releases)

It has a nice look and it can store 2250 recourses in total per one storage that only takes 2 space without looking messy

It needs this Mod loaded first to work

https://github.com/mipen/MD2Base/releases/ (https://github.com/mipen/MD2Base/releases/)

even tho it works fine without crashing with this mod pack it messes up some features of this mod pack like the cleaning area selection option is gone and you can't upgrade bionic arms, legs and others that option is gone as well




EDIT: never mind...I load up my world today and all options were there nothing is missing....I might have experienced a bug before
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Liono on November 24, 2015, 02:32:40 AM
Quote from: Haplo on November 23, 2015, 06:06:58 AM
Quote from: Liono on November 23, 2015, 05:42:18 AM
How to install this mod on mac?
help me plzzzzzz
Thank you :'(

I don't have a Mac, so I can only link you to the mod installation guide for a Mac:
Installing Mods on Mac (https://ludeon.com/forums/index.php?topic=3549.msg174505#msg174505)

Hope this helps..
Thank you Haplo
But this one seems different from other modpack i install
when i follow the mac installation like the link you give me
the game not working
the screen just blank and didn't loading the main menu at all
Thank you anyway hallo
really appreciate it

Sorry for the english  :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 24, 2015, 03:41:46 PM
Quote from: rimmyjim on November 19, 2015, 06:06:56 PM
I'm having a reproducable problem with non-stop raids.
I've chosen Sereniz Sadistic on Base-builder difficulty, especially because I like all the little nuisances but I dislike raids. (...)
I used her before in the discontinues conversion mod pack and never had this problem.
Is this a known bug?
I didn't change any of the storytellers myself. What is this modpack you are talking about? Maybe the author of this modpack changed Sereniz Sadistic. I am using the unmodified one straight from Rimsenal.


Quote from: Liono on November 23, 2015, 05:42:18 AM
How to install this mod on mac?
help me plzzzzzz
Thank you :'(
I would love to help you, but I don't have a mac either :(
Has nobody got this modpack running on a mac and can help him?
The only other thing that comes to my mind:
Do everything with the Mods folder as described in my readme.
In the SaveData folder you find ModsConfig.xml
Drag and drop the ModsConfig.xml into your Config folder found here:
/Users/[username]/library/Application Support/Rimworld/Config
Hope that works for you  :-\


Quote from: Zepher79 on November 20, 2015, 08:06:40 PM
I had a thought about the ongoing debate about using fertilized soil and the growth bonus it gives. (...)
I have uploaded a new version now.
Few things have changed:

1. Switched to nutrition based meals and scaled the nutrition values for all plants accordingly.
Before, every raw plant had the same nutrition value. So making a meal would always need 10 of any harvested plant. Now better plants have higher nutrition values. So you would still need 10 potatoes for a simple meal, but now you only need 7 tomatoes for the same meal.

2. This adds further benefit to planting the better crops while they still yield more and/or grow faster than the basic plants.

3. I found a way to maintain the fertility bonus for better soil.
For example potatoes now grow 100% on cultivated soil, 110% on fertilized soil, 120% on watered soil and 140% on the best soil - enriched soil.
The same is true for all ressource plants (bamboo, wheat, tea, ...)
Carrots for example need the best soil (enriched soil) to grow at 100% and won't grow on anything else.
The same is true for mid-tier plants and their minimum soil requirement. If a mid-tier plant is sowed on a better soil than it needs, it still gets a slight bonus, but not as drastic as the basic plants do.


Quote from: Fluffy (l2032) on November 22, 2015, 09:45:20 AM
Quote from: Tapkovich on November 22, 2015, 05:31:44 AM
Yep it depends on quality of the bed but for normal quality its scale this way:
85% - Hide bed
110% - Cloth bed
114% - Pod and medical bed
125% - Royal and Comfy bed
That's not right, medical should always be highest, comfy beds are better for rest but shouldn't be for immunity.
The Sleeping Spot was indeed giving 100% rest effectiveness but it should only give 50%.
Fixed in the new version. Be careful not to mix up rest effectiveness and immunity gain speed. The hospital bed is not very comfortable but has the highest immunity gain speed.


Now, for the everyone that wants to see the raw numbers (beds and plants) - and "ruin the fun of exploring themselves" -
I have started the official ModVarietyPack Wiki! (https://github.com/simon-82/ModVarietyPack/wiki)

New release v.1.16 (find it here (https://github.com/simon-82/ModVarietyPack/releases))
- switched to nutrition based meals
- rebalanced nutrition values / growth time / yield across all plants
- increased plant growth rate for plants growing on above minimum soil requirement
- allowed wood/bamboo for making mulch
- decreased mulch needed for fertilizing soil
- fixed two weapon recipes
- added MD2 deep storage containers



Final notes:
- This wiki is pretty empty right now and could need some content.
So even if you are not a modder yourself, you can help fill the wiki with useful information about the modpack for new players to read.
Everybody is welcome to edit the wiki :)

- As a second request, I am still looking for some screenshots for this thread to put on the first page.
Show me your awesome colonies you made with the modpack! :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zepher79 on November 24, 2015, 04:09:03 PM
These sound like all good changes, Simon! Thanks for keeping up the excellent work!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: MrWashingToad on November 24, 2015, 05:09:22 PM
Simon-82, any chance of getting in the Less Incident Trolling mod for how it uses the population based raids?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 24, 2015, 07:00:52 PM
simon-82

I have a question with your update New release v.1.16 you added

If I delete my mods and old version of this modpack and add this New release v.1.16 will it effect my world from the previous version in any way or do I need to start a new fresh world ?

I did manually placed MD2 base core and MD2 storage containers on the previous version where you did not have those 2 mods....but you added MD2 storage in the New release v.1.16...so do I need to create a new world with this New release v.1.16 or can I play my world from the previous version with this New release v.1.16

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 24, 2015, 07:22:30 PM
Quote from: MrWashingToad on November 24, 2015, 05:09:22 PM
Simon-82, any chance of getting in the Less Incident Trolling mod for how it uses the population based raids?

that will lower the challenge of the game
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on November 25, 2015, 08:35:22 AM
Hey there, dont know for the newest version but in the last, i dont know if i done anything wrong but i cant figure out what my cook's problem is. He dont make bread, i have the oven for it and enough energy and in the stockpile right next to it is a load of flour but nothing. :'( Oh of course he have cooking enabled. ;)

Edit: Oh i think maybe i skiped a few versions not only one and i see in one patch note something with the electriv oven. :D I trie the new version and hope it works now. But i fear i need to build a new colony right? :-[
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: eeke1 on November 25, 2015, 02:46:22 PM
So I can't seem to loot personal shields off attackers.

They exist on their character but if I strip them they disappear into the Aether. Is this expected or just a bug?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Liono on November 25, 2015, 09:06:16 PM
Quote from: pestilenz on November 25, 2015, 01:10:06 PM
Quote from: Liono on November 24, 2015, 02:32:40 AM
Thank you Haplo
But this one seems different from other modpack i install
when i follow the mac installation like the link you give me
the game not working
the screen just blank and didn't loading the main menu at all
Thank you anyway hallo
really appreciate it

Sorry for the english  :)

Hi Liono,

when you install the mod pack, everyone tells you to "just overwrite the Core folder". This is true for Windows, because Windows integrates two folders. You have the existing and the new content there.
On Mac, the Finder truly overwrites the folder, not integrate them. That means that other important files for RW are deleted. The MVP contains a texture pack whick needs to be placed in the Core folder. So when installing the mod pack, I'm sure you have accidentally overwritten the Core folder.

• First, re-install Rimworld.
• Copy the files from the mod folder to the Mods folder, but don't overwrite/replace the Core folder.
• Go to the Core folder from the mod pack and copy the Textures folder
• Go inside the Core folder of Rimworld. Paste the Textures folder here.

Find attached  screenshot of how your RW mod folder should look like. Notice that the About, Defs and Languages folders need to be there to run RW.

EDIT: Last line of the tutorial.
Nevermind! I can't believe I never googled how to merge folders on OSX >.< Hold down the option key as you drag and drop the relevant folder in. Why the option to merge is hidden by default is... well, very Mac-y :D


thank you so much pestilenz
will try it now
;D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: willow512 on November 26, 2015, 03:48:14 AM
I'm sorry I couldn't find related messages. But does anyone else have missing textures? I installed by copying the mods folder into the mods folder of the game and copying the settings to my appdata.

The mods installed and are present, the mod order seems neatly set up so the config must have been detected.

But the extra weapons and shots fired now have a red box with a cross to represent them. I tried to just remove them from the modlist and start a new game, but that gave a large amount of 'resource missing' error messages..

Do the changes to the core folder refer to the other mods in some way?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NoImageAvailable on November 26, 2015, 04:22:39 AM
Quote from: pestilenz on November 25, 2015, 01:10:06 PM
[when you install the mod pack, everyone tells you to "just overwrite the Core folder".

Just going to chime in and say mods should never mess with the Core folder since it will permanently break the installation. If you for some inexplicable reason have to do it anyways put a big bold warning at the front page telling people to back up the original Core folder so they can restore it on uninstall. I've recently had an influx of people in the CR thread who were having problems with corrupted installations after some other mod of theirs messed with the Core folder forcing them to re-download a fresh copy of Rimworld.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on November 26, 2015, 04:30:47 AM
Quote from: willow512 on November 26, 2015, 03:48:14 AM
I'm sorry I couldn't find related messages. But does anyone else have missing textures? I installed by copying the mods folder into the mods folder of the game and copying the settings to my appdata.

The mods installed and are present, the mod order seems neatly set up so the config must have been detected.

But the extra weapons and shots fired now have a red box with a cross to represent them. I tried to just remove them from the modlist and start a new game, but that gave a large amount of 'resource missing' error messages..

Do the changes to the core folder refer to the other mods in some way?
It's possible that this is a case of changing mods without restarting. Always restart the game completely after changing any mods.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 26, 2015, 07:03:24 AM
Quote from: MrWashingToad on November 24, 2015, 05:09:22 PM
Simon-82, any chance of getting in the Less Incident Trolling mod for how it uses the population based raids?
I have not played with this mod yet. But after looking at it, don't you think it would make the game a little too easy? If I understand it correctly, the raids would cap out at some point, even if your colony gets more wealth, right?


Quote from: NemesisN on November 24, 2015, 07:00:52 PM
(...)I did manually placed MD2 base core and MD2 storage containers on the previous version where you did not have those 2 mods....but you added MD2 storage in the New release v.1.16...so do I need to create a new world with this New release v.1.16 or can I play my world from the previous version with this New release v.1.16
I suggest you finish your colony and then do a fresh install.
Also, I can't support you if you add and/or modify any mods yourself. You are on your own then.


Quote from: Kitsune on November 25, 2015, 08:35:22 AM
(...)cant figure out what my cook's problem is. (...) I trie the new version and hope it works now. But i fear i need to build a new colony right? :-[
Yes the oven is fixed now. Always do a clean install when updating, sorry about that  :-\


Quote from: eeke1 on November 25, 2015, 02:46:22 PM
So I can't seem to loot personal shields off attackers.
They exist on their character but if I strip them they disappear into the Aether. Is this expected or just a bug?
I just tested this. Spawned a bunch of raiders with shields, killed them. The dead bodies still had the personal shield equipped. I sent a colonist to them to strip them. The shield was removed from the dead raider and spawned on the ground next to him. I could equip the shield with the colonist without a problem.
Do you have any errors in the debug log? Can you post your log file?


Quote from: NoImageAvailable on November 26, 2015, 04:22:39 AM
Quote from: pestilenz on November 25, 2015, 01:10:06 PM
[when you install the mod pack, everyone tells you to "just overwrite the Core folder".
Just going to chime in and say mods should never mess with the Core folder (...)
This modpack changes nothing in the Core folder. I just use it to add a couple of custom textures which won't override any other way.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NoImageAvailable on November 26, 2015, 07:32:48 AM
Quote from: simon-82 on November 26, 2015, 07:03:24 AM
This modpack changes nothing in the Core folder. I just use it to add a couple of custom textures which won't override any other way.

So why put those textures in Core instead of a new folder? My point stands, you're creating potential compatibility issues/making uninstallation more difficult for no real reason.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 26, 2015, 08:06:29 AM
My colony can't use this storage....when I try to manually get something from it that has been stored it displays "(no path)"

(http://i.imgur.com/ev8MQu1.png)

does anyone know what the problem here is ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 26, 2015, 11:16:57 AM
Quote from: NoImageAvailable on November 26, 2015, 07:32:48 AM
Quote from: simon-82 on November 26, 2015, 07:03:24 AM
This modpack changes nothing in the Core folder. I just use it to add a couple of custom textures which won't override any other way.
So why put those textures in Core instead of a new folder? My point stands, you're creating potential compatibility issues/making uninstallation more difficult for no real reason.
I will do that! :)
Thanks for the advice, I just overlooked that simple solution, silly me :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Darkway on November 26, 2015, 12:01:05 PM
im not sure where to ask but its not letting me place growing zone down any where am i doing something wrong this mod pack is the only thing i have installed thanks
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on November 26, 2015, 12:55:26 PM
Need to create soil first. You can cultivate own plants only in built soil in food tab / hydropony
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 26, 2015, 01:28:51 PM
Quote from: NemesisN on November 26, 2015, 08:06:29 AM
My colony can't use this storage....when I try to manually get something from it that has been stored it displays "(no path)"
Thanks for reporting :)
Fixed now!


Quote from: pestilenz on November 26, 2015, 01:11:22 PM
When using other mod packs, there were issues with the textures when not put in the Core folder (can't remember what exactly happened). I guess it has something to do with replacing the core game textures.
So it might not work moving the Textures outside the Core.
Yea, there were some issues when I moved them. But I got it all sorted now :)
Was a bit of work, but NIA is right. It's much better to keep everything out of Core. And it was actually kinda worth it. I spotted some errors and made a couple of new textures, which was fun!

New version is up for grabs here (https://github.com/simon-82/ModVarietyPack/releases)
- added AnimalHideWorking
- added custom TaxidermyTable texture
- made rugs craftable as art at the TaxidermyTable
- added new folder for Core override textures
- added new custom Designation textures
- modified LT_Cleaning textures to fit the other ones
- added ED shields
- added ED wireless power grid
- added CookingSupplies connector table
- added MedicalDrink (boosts ImmunegainSpeed)
- bugfixes and balancing
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kazuma6666 on November 26, 2015, 02:15:27 PM
Hello there Simon, and thanks a lot for this modpack.
I found out about rimworld a week ago from CanardPC (a french gaming magazine) and I had a lot of fun with it.
I saw a few youtube videos with modded rimworld, and it seemed much more interesting.
Looking at this forum, this modpack grabbed my attention right away. A lot more simple than trying to make all those mods work together. And what's more, I come back a week later and there is already several updates (at least two from what I've seen in the last pages).

So now a few comments :
- The quantum storage is an incredible tool, and I LOVE IT! It's great to do chains of storage that moves around without any haulers needed.
I'll do a few screenshots with a setup with a sorting room for the metal generated by the ore extractors or for the fishes. I'll probably do a new game for this version and try it with the new storage system also to maybe do a combination of both?
- Infusion of items seems a bit powerful. Affixes like infinity or scribing on most items on a pawn will make it a beast for working. Combined with the prosthetics and caffeine I got a pawn going over 30 c/s and around 200% base work speed . To that you add the manipulation bonus from prosthetics and you get a really really fast worker. To counter this, it does take a lot of time to craft enough of them to get the good bonuses. I crafted them by 25 and got 3 items that were good enough for max powergaming ^^.
Also, scribing fishing rod of invulnerability... The fishing rods are easy to make, and I don't think they should provide such good bonuses ^^

Edit  : TLHeart pointed out that I was wrong about the restriction for the hauler bots, they can be controlled.
- Haulers bots can't be restricted in their movements. They tend to go in the middle of warfare and get killed. On the other hand, the cleaner bots are really welcome. I imagine a horde of tiny roomba waltzing around the base doing work that really shouldn't be done by pawns :)
- The added science is very welcome, in my unmodded game I finished it very fast.
- The mechanoid terraformer event benefit is too powerful. The lightning attack is really an end all hostilities. If a raid arrive, I can use it and the threat will disappear. Along with the bodies, all burning down, the same as items, which counters the benefit in the end. I didn't use it anymore towards the end of my game, because I needed the biomatter :)
- The fact that you can create any ressource by the end with the ore extractor and omnigel is very welcome in long games when you mine everything on the map.

I know that you didn't make most of these mods but it seems you are doing more than compiling mods, you do a bit of coding yourself (from what I've seen in the few comments I read). If any of these things I'm talking about are in the portions of the mods you modified, then maybe you can do something. Otherwise I guess I should put the comments in the mod pages on these forums.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 26, 2015, 03:01:33 PM
kamuuzza, hauler bots can be restricted, via their inspection tab.... in the lower right of the screen, where it says, unrestricted, click on it and assign the zone you want it to stay in.




[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nipper83 on November 26, 2015, 06:38:23 PM
any video tutorials on how to install this pack?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kazuma6666 on November 26, 2015, 08:44:51 PM
Quote from: TLHeart on November 26, 2015, 03:01:33 PM
kamuuzza, hauler bots can be restricted, via their inspection tab.... in the lower right of the screen, where it says, unrestricted, click on it and assign the zone you want it to stay in.

Oh cool, I didn't see that :) Thanks for the info!

I did an example of the way you can set up the quantum storage system efficiently in the RT mod thread. I really had a hard time understanding how it worked at first, and didn't see an example. Maybe it can be useful for other people :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 27, 2015, 07:14:09 AM
This mod is great...my suggestion is that you keep it as much as the way it is....don't make it like other modpacks with 50 mods where we don't even use half of them and have tons of materials to figure out and work with

the only thing I would personally think would be good for this modpack is to remove RT Storage since you added better MD2 storage I don't see the use of RT Storage since MD2 storage is a lot better, efficient, clean and organized

Also the only thing I see missing in this modpack that can be useful is Animal Operation since animals get hurt and you can't operate on them....but its not really a necessary thing to add


Just don't overdo this modpack with adding tons of mods this mod has enough things to make it good
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kazuma6666 on November 27, 2015, 08:14:34 AM
Hey NemesisN,

Would you look at the post (https://ludeon.com/forums/index.php?topic=11272.msg183364#msg183364) I made in the RT mods thread about what you can do with RT storage please. You can almost completely get rid of hauling for resources. I don't know what you can do with MD2, but I've seen people on that thread saying the system was not as good as quantum storage.
Quantum storage let you do incredible stuff with resources. It is not ideal for anything else, but for resources it's great. Does the MD2 storage port things? If not it cannot replace quantum storage completely.

I'll make a new game today and test the latest version of the modpack and I'll see what you can do with MD2 storage.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 27, 2015, 08:36:02 AM
so you mean RT Storage teleports recourses ?

MD2 Storage is used only for storing large amount of recourses in 1 space (2250 recourses in 1 storage), MD2 Storage looks nice and organized and it allows more free space for your storage

RT Storage looks really messy and confusing....if it can teleport items that is ok I guess but you have bots in this Mod that haul things for you...I don't know I just don't find any use of RT Storage and I find very difficult to see what recourses I have in RT Storage spaces since items go on top of each other and it looks messy like that
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 27, 2015, 08:58:59 AM
Quote from: NemesisN on November 27, 2015, 07:14:09 AM
This mod is great...my suggestion is that you keep it as much as the way it is....don't make it like other modpacks with 50 mods where we don't even use half of them and have tons of materials to figure out and work with

the only thing I would personally think would be good for this modpack is to remove RT Storage since you added better MD2 storage I don't see the use of RT Storage since MD2 storage is a lot better, efficient, clean and organized

Also the only thing I see missing in this modpack that can be useful is Animal Operation since animals get hurt and you can't operate on them....but its not really a necessary thing to add


Just don't overdo this modpack with adding tons of mods this mod has enough things to make it good
Don't worry. I select very carefully. And often I only choose certain parts of a mod which I include, not everything. And no more ressources are planned. There are already lots of ressources in the pack.

Plans on adding next:
- more variety to meals for all the plants we have
- factions (which are a lot of work to balance)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on November 27, 2015, 10:27:50 AM
Maybe its only for my game but if not.. oh no's! The cleaning-button is missing! :o

In the zoning menu with the home/no-roof/clear-snow, before the update there was the nice cleaning zone button but now its gone. Is this intended? :)

Edit: By the way its only the button its missing the mechanik behind the cleaning zone still works and its in the "expand allowed area".^-^

Edit²: Ok i think the problem is on my game something went wrong i restartet and now its all ok. o.o Dont really know whats wrong. ???
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kazuma6666 on November 27, 2015, 10:39:18 AM
Quote from: NemesisN on November 27, 2015, 08:36:02 AM
so you mean RT Storage teleports recourses ?

MD2 Storage is used only for storing large amount of recourses in 1 space (2250 recourses in 1 storage), MD2 Storage looks nice and organized and it allows more free space for your storage

RT Storage looks really messy and confusing....if it can teleport items that is ok I guess but you have bots in this Mod that haul things for you...I don't know I just don't find any use of RT Storage and I find very difficult to see what recourses I have in RT Storage spaces since items go on top of each other and it looks messy like that

The way I use the quantum storage is almost always only 1 resource for a stockpile/warehouse. Less messy this way. Also, the porting resources can really make a nice base if you like organizing stuff. I love the way I can design a very advanced resource manager with it. Did you look at my post (https://ludeon.com/forums/index.php?topic=11272.msg183364#msg183364)? It is complicated but I explained how you can teleport resources with quantum storage in it. Maybe I'll do a new version mixing it with MD2 storage when I try the latest version of this modpack.

A fast explanation of the porting mechanics : a warehouse will teleport to and from a relay if configured correctly. To teleport to a relay you configure the relay to ask for some resource. To teleport to the warehouse from the relay you set up a stockpile zone around the relay, and everything on it will be ported to the warehouse if the warehouse is set to accept it.
It is a very powerful tool, but hard to understand. I had to do a lot of testing to really understand it and I'm not sure I got everything right yet, but I can do what I want to do so I am good with that.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 27, 2015, 11:18:44 AM
Quote from: Kitsune on November 27, 2015, 10:27:50 AM
Maybe its only for my game but if not.. oh no's! The cleaning-button is missing! :o

In the zoning menu with the home/no-roof/clear-snow, before the update there was the nice cleaning zone button but now its gone. Is this intended? :)

Edit: By the way its only the button its missing the mechanik behind the cleaning zone still works and its in the "expand allowed area".^-^

Edit²: Ok i think the problem is on my game something went wrong i restartet and now its all ok. o.o Dont really know whats wrong. ???

I had that same problem then I quit and loaded up my world again and the problem was gone I had cleaning zone again

probably a bug
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 27, 2015, 12:36:28 PM
RT storage is very powerful, and can organize a storage area very efficiently, if the storage is set up correctly. You can just let it stack 8 stacks of any item per cell, or you can create stockpiles under each Quantum so all 8 stacks are the same. The warehouse consolidates stacks, so you don't have 55 steal in one stack, and 20 in another, taking up two spaces. The relays when used, can move items to and from the production benches.

MD storage only stacks one item to 2250 and takes 2 cells of space.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: willow512 on November 27, 2015, 01:03:02 PM
Hey all.. Using mvp I'm having some problems getting through the first winter. I tend to run out of food as soon as the first snow falls... I usually get about 4x100 farming cells harvested before it becomes too cold. How do you guys make sure you have enough food? Is it possible my chickens (I like chickens) eat so much that i get shortages?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on November 27, 2015, 03:04:27 PM
I survived my "last" "first" winter with lots of hunting. :) Of course you need a bit of luck that enough animals are around. Dont know about the chickens, i tend to slaughter the animals i have if my food stock is to low but i think they eat 1 time a day and if you give them cooked meals it will burn your food of course. xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 27, 2015, 03:38:44 PM
Quote from: willow512 on November 27, 2015, 01:03:02 PM
Hey all.. Using mvp I'm having some problems getting through the first winter. I tend to run out of food as soon as the first snow falls... I usually get about 4x100 farming cells harvested before it becomes too cold. How do you guys make sure you have enough food? Is it possible my chickens (I like chickens) eat so much that i get shortages?

build your farms inside the closed roofed area (cave for example), add a sun light and control the temperature so its a normal temperature and not freezing
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: willow512 on November 27, 2015, 04:02:59 PM
Thank you nemesisn kitsune.. I did try the indoor farm. But a 10x10 was not enough.. How big are your farms?
I really suspect the chickens.. I saw one today munch through 8 potatoes.. And i had 12 of the little blighters... I can tell you this.... We're eating chicken tonight.. I suspect the chickens need some work.. They eat too much. Even the eggs don't weigh up against that... Its a shame because they're really fun to have around...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 27, 2015, 04:44:40 PM
Quote from: willow512 on November 27, 2015, 04:02:59 PM
Thank you nemesisn kitsune.. I did try the indoor farm. But a 10x10 was not enough.. How big are your farms?
I really suspect the chickens.. I saw one today munch through 8 potatoes.. And i had 12 of the little blighters... I can tell you this.... We're eating chicken tonight.. I suspect the chickens need some work.. They eat too much. Even the eggs don't weigh up against that... Its a shame because they're really fun to have around...
I like chickens, too  :)
And they are pretty cool tbh. Chickens lay 1 egg every 2 days. And they eat native grass. An egg is worth 0.25 nutrition. For a simple meal you need 0.5 nutrition. So only 2 eggs make a simple meal. That's pretty good.
Compare that to potatoes which have 0.05 nutrition. So for one meal you need 10 potatoes.
I can make a small-ish colony live mostly from eggs. To do so, I almost only plant hay over the summer and have the chickens eat grass while it's not too cold for them outside.
When it's winter, I bring them inside where they have it nice and cosy.
I feed them the hay I have stocked up and make sure to let them outside to eat grass as much as the weather allows.
They do pay back for all my caring with lots of delicious eggs to get my colonists over the winter. Plus the chickens are cute!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: RadGH on November 28, 2015, 12:14:12 AM
I've been playing this modpack a whole lot recently and it's really fun. A couple things need fixed though.

Why on earth does the "hunt" action make the colonists sit at maximum range? They have a 1% chance to hit. The hunt command is completely useless with a ranged weapon. They'll use a shotgun to the point where they might graze the fur of a rabbit. It's much better to recruit and hunt manually, but this is very tedious. The best weapon to use hunting that I've found to use so far is the RPG-7 since you'll miss, but you might kill something else. And my hunters I've ensured all have over 98% ranged accuracy, and over 10 ranged skill. I also check the weapon stats themselves and go for the best accuracy. Doesn't help at all, pretty sure it just makes them stand farther away! Even the sniper rifle is useless, they'll open the door and start shooting. Very likely to hit an ally that way too, so I had to give a closer ranged weapon.

Anyway, Is there any way to fix this? I can use a melee weapon, duh, but after every hunt they go rest in the medical bed because of a minor bruise on their pinky toe and then I have to micro manage the medicine!

--

Also, after probably 20 quickloads I've determined it is ABSOLUTELY IMPOSSIBLE to kill whatever this is (without turrets). If I leave it any longer, I get invaded by them anyway. So I'm forced to cheat, or start over.

https://dl.dropboxusercontent.com/s/l3txqpiw4h7acgc/2015-11-27_23-58-59.mp4?dl=0

What's with the minigun the fat ones get? 300 shots, crazy damage and accuracy and reload speed? It's like the stats were designed by a child. They can snipe you from across the map, and it's impossible to dodge mechanoids. Extremely imbalanced with this gun mod...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 28, 2015, 05:06:45 AM
Quote from: RadGH on November 28, 2015, 12:14:12 AM
I've been playing this modpack a whole lot recently and it's really fun. A couple things need fixed though.

Why on earth does the "hunt" action make the colonists sit at maximum range? They have a 1% chance to hit. The hunt command is completely useless with a ranged weapon. They'll use a shotgun to the point where they might graze the fur of a rabbit. It's much better to recruit and hunt manually, but this is very tedious. The best weapon to use hunting that I've found to use so far is the RPG-7 since you'll miss, but you might kill something else. And my hunters I've ensured all have over 98% ranged accuracy, and over 10 ranged skill. I also check the weapon stats themselves and go for the best accuracy. Doesn't help at all, pretty sure it just makes them stand farther away! Even the sniper rifle is useless, they'll open the door and start shooting. Very likely to hit an ally that way too, so I had to give a closer ranged weapon.

Anyway, Is there any way to fix this? I can use a melee weapon, duh, but after every hunt they go rest in the medical bed because of a minor bruise on their pinky toe and then I have to micro manage the medicine!

--

Also, after probably 20 quickloads I've determined it is ABSOLUTELY IMPOSSIBLE to kill whatever this is (without turrets). If I leave it any longer, I get invaded by them anyway. So I'm forced to cheat, or start over.

https://dl.dropboxusercontent.com/s/l3txqpiw4h7acgc/2015-11-27_23-58-59.mp4?dl=0

What's with the minigun the fat ones get? 300 shots, crazy damage and accuracy and reload speed? It's like the stats were designed by a child. They can snipe you from across the map, and it's impossible to dodge mechanoids. Extremely imbalanced with this gun mod...
So a couple of things:
You are playing with the CombatRealism mod here, so hunting is best done with short range weapons  like pistols, shotguns, SMGs.
Using these weapons, you shouldn't have any problems hunting at all.
Then, the thing you encountered is the Mechanoid Terraformer.
Looking at your video, I have to say what you are doing is quite silly tbh.
First of all, there are several ways to deal with this thing. Not all involve combat.
Secondly, you are trying to brute force it without any tactics. These mechs are powerful and will kill you easy when attacked like that. Imagine a group of soldiers standing in front of a tank trying to shoot it with guns. In your case it's even two tanks.
Here is a possible tactic you can use:
Build an EMP mortar, send one or two colonists out to destroy the building. As soon as the mechs appear, pull them back and let the EMP mortar target them. When they are stunned, you can get in and shoot them. You can bring a colonist with EMP grenades to stun them further. Again, the mechs are meant to be that powerful. Going head to head with them is never a good idea, you need to be a little bit more clever :)

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 28, 2015, 08:52:48 AM
wow you attack mechanoinds in this modpack from close range, with no cover and all colonist close to each other....that is one of the dumbest thing you can do because they will slaughter all of your colonist without them being seriously damaged at all....even in vanilla you don't attack mechanoids with this kind of tactic

the best way to deal with them is from a long distance with anti-tank mortar and EMP mortar behind a wall

also you can't do damage to them with regular bullets, rifles...you need explosive power on them like rocket launchers, grenades, mortars, mines


yes the range is ridiculous but hide behind a wall with mortars
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 28, 2015, 11:01:55 AM
v.1.18 is out. Find it here (https://github.com/simon-82/ModVarietyPack/releases) as always :)

This one is mostly about meals + some bugs are fixed.
Thanks go to TLHeart again for finding bugs and his great suggestions!

Detailed changelog:
- lots more texture rework (for meals, beverages mostly)
- added new meals
- tofu is now a true meat substitute
- increased nutrition of pineapples (as they need more space to grow)
- recipes now spread more sensible (i.e. burgers grilled on the grill, flour & sugar made at the food prep table)
- canning station unlocks earlier (Agriculture II)
- water bucket now made from woodlog/bamboo + cost decreased
- fixed bug: batteries were not properly increasing efficency with research
- fixed bug: heaters can now be placed on conduit/lighted walls
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cerulean_Turtle on November 28, 2015, 11:03:37 PM
I just started this mod pack a few days ago and im starting to use bionics, but i havent been able to install them in the operations tab, anyone know a fix?

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on November 29, 2015, 12:58:57 AM
Looks very interesting, there is so much contained in the MVP section of the mods that I have no idea what to suggest. Hopefully I will be able to play this soon and then I will try to help on the github.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: onearchitype on November 29, 2015, 02:20:03 AM
Quote from: simon-82 on November 24, 2015, 03:41:46 PM

- As a second request, I am still looking for some screenshots for this thread to put on the first page.
Show me your awesome colonies you made with the modpack! :)

Here is my 2 year colony.
(http://i.imgur.com/x1o1opa.png)

The soil and food growing changes make a lot more sense now! I have been having a lot of fun so far.
I still wish for torches, storage items for drinks, and wardrobes to hold multiple clothing items. Its the clothes and weapons that become overwhelming. As you can see I like a tidy colony.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 29, 2015, 03:57:49 AM
Quote from: onearchitype on November 29, 2015, 02:20:03 AM
Here is my 2 year colony.
Nice :)
Added to the front page for everyone to enjoy :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on November 29, 2015, 05:51:10 AM
Dont know what colony picu's you like but here is my actual... what i will destroy and start with the new patch. u.u Its obviously not finished and somewhat early but if you like it, take it. :) If not throw it away. xD

(http://i.imgur.com/sGeV1A7.png)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on November 29, 2015, 11:46:50 AM
Did I miss changes in organ replacement system? I can't seem to be able to set a ticket to install a new human harvested lung, I have a medical bed and a lung available in the stockpile. There's just no option for it.
Uh, unless that lung is a norbal and not human? Can't imagine any other reason.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: anexiledone on November 29, 2015, 12:08:41 PM
You can only replace organs when you reach a certain level of medical research. Same with installing various prosthetics and bionics.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kazuma6666 on November 29, 2015, 12:11:25 PM
Ok, I tried around 20 hours of gameplay on the 1.17 version. My game completely crashed on reload twice. The first time I got back to a save with only a warning instead of the crash and I continued. The second time I had to go back an hour of play and I'm not sure I won't just get the error again later.

Here is a screen of the crashed game : http://imgur.com/CaLo6iV (http://imgur.com/CaLo6iV).
I guess the important parts are the errors :
(http://i.imgur.com/JOxQnNT.jpg)
I did a lot of wall conduits, and one of them seems buggy.
and what I can still access in the menu :
(http://i.imgur.com/ymo9yLb.jpg)

Here are screenshots of the base an hour before that, maybe there is something you can see that may be problematic. The upper (http://imgur.com/GGu2wYE) part has all the resource sorting part of the setup. The bottom (http://imgur.com/Z6YGo09) part has most power generation and the middle (http://imgur.com/yrucN6X) part has the rest.


I tried creating a new game with version 1.18, saved it. Then I quit the game and tried loading it again and I get a warning :
(http://i.imgur.com/CovzU8f.jpg).
I don't know if this will lead to the same type of problems I had before.
I'm going to try with version 1.18 and see if I get the same problems.

This is my mod order for v1.18, I don't have the one for V 1.17 anymore, but I didn't change anything in that.
(http://i.imgur.com/Pu46DHr.jpg)

I have no idea where the problems are coming from and hope somebody can point me in the right direction.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 29, 2015, 12:20:25 PM
Kazuma, I have also gotten that error,  after building the conduit walls and saving.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: mattb150 on November 29, 2015, 01:03:08 PM
@kazuma

If you could, click on those errors in the console; this will bring up some additional info.  Make the window as large as you can by dragging the bottom-right corner to re-size it, then, for each line, bring up this extra info and take a screenshot and share it here.  If you could do this for each red line there, and also provide access to your save file somehow (compress and upload online somewhere, for example), it could maybe be manually resolved in the save file's code.  I'm not extremely experienced with code myself but if you'd like to upload the above stuff I'd be willing to poke around and see what I see at least until someone more experienced shows up.  No guarantees but probably could at least shed some light on it for you.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 29, 2015, 02:03:13 PM
Quote from: Kitsune on November 29, 2015, 05:51:10 AM
Dont know what colony picu's you like but here is my actual... what i will destroy and start with the new patch. u.u Its obviously not finished and somewhat early but if you like it, take it. :) If not throw it away. xD
Thanks Kitsune, very nice colony you have there :)
Oh oh, two of your colonists are naked! I might have to add a "rated M" to that picture :P
I like your bright red hair, that's pretty neat. And are those poor muffalos allowed outside or are they trapped in that tiny barn? o.O
Of course I will add it to the first page!


Quote from: kazuma6666 on November 29, 2015, 12:11:25 PM
(...) I did a lot of wall conduits, and one of them seems buggy.(...)
TLHeart also reported a load / save error with conduit walls to me on github. I was trying to reproduce the error by starting a new game, placing ONLY conduit walls down and saving / loading that. The error never came up for me, so I was assuming the save got corrupted somehow.
Now you report the same error. So something is clearly wrong.
As I still can't reproduce the error myself, can you maybe upload your savegame + world somewhere?
Easiest thing to do would be to just zip the entire SaveData folder, upload that and tell me which save throws the error. Hopefully by seeing the bug in a live game I can fix it :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 29, 2015, 02:14:08 PM
here is my current game with the error.

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on November 29, 2015, 03:16:00 PM
Quote from: TLHeart on November 29, 2015, 02:14:08 PM
here is my current game with the error.
Thanks for uploading :)
Still trying to find the root cause of this error.
If somebody wants to help, here is my progress so far:
https://github.com/simon-82/ModVarietyPack/issues/47 (https://github.com/simon-82/ModVarietyPack/issues/47)

EDIT: will be fixed in the next release :)

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: onearchitype on November 30, 2015, 12:21:45 AM
I've also noticed a couple issues... 1) the bill counter does not recognize the number of items in a storage container. I'm using the wooden pallets. When I use the craft until you have a set number, the colonists keep crafting even beyond the number. I have to then manually suspend the bill. 2) colonists do not automatically go to an empty hospital bed when an operation bill is tasked. They instead go to their own bed.

I'm playing on the most recent build.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: RadGH on November 30, 2015, 02:54:09 AM
Quote from: simon-82 on November 28, 2015, 05:06:45 AM
Quote from: RadGH on November 28, 2015, 12:14:12 AM
Also, after probably 20 quickloads I've determined it is ABSOLUTELY IMPOSSIBLE to kill whatever this is (without turrets). If I leave it any longer, I get invaded by them anyway. So I'm forced to cheat, or start over.

https://dl.dropboxusercontent.com/s/l3txqpiw4h7acgc/2015-11-27_23-58-59.mp4?dl=0

... the thing you encountered is the Mechanoid Terraformer.
Looking at your video, I have to say what you are doing is quite silly tbh.
First of all, there are several ways to deal with this thing. Not all involve combat.
Secondly, you are trying to brute force it without any tactics. These mechs are powerful and will kill you easy when attacked like that. Imagine a group of soldiers standing in front of a tank trying to shoot it with guns. In your case it's even two tanks.
Here is a possible tactic you can use:
Build an EMP mortar, send one or two colonists out to destroy the building. As soon as the mechs appear, pull them back and let the EMP mortar target them. When they are stunned, you can get in and shoot them. You can bring a colonist with EMP grenades to stun them further. Again, the mechs are meant to be that powerful. Going head to head with them is never a good idea, you need to be a little bit more clever :)

The Mechanoid Terraformer landed within the first couple of months (Cassandra Challenging). The techtree takes too long to get EMP cannons that soon, unless maybe you rush it directly. My area was frozen half of the year and I did fine without turrets, so I did not intend on researching them any time soon. Requiring turrets for one specific scenario is completely idiotic and badly designed. Any other event can be fought by colonists with good strategy, but not this one.

One idea I had later was to build walled sections around the thing, so they hopefully drop in to an enclosed section. But this is very much exploiting.

Anyway, the video was the only thing I bothered to record. I tried a few things. I "scouted" the thing early on, they drop down and destroy you. Also, you can't run away before they land and attack you. Not in a large open map like mine. So I figured I would leave it alone until later. Eventually they start a "mechanoid invasion" if you don't deal with it. This sent 4-6 centipedes, and 20+ scythers. I'm not even sure if they stop coming, that's how many it ended with when all my colonists were dead.

So I rolled back to my earliest autosave, which didn't give me enough time to research and build turrets. So I tried rushing it to avoid the invasion.

The thing is, these things are just absolutely retarded in this mod. The minigun has perfect accuracy and shoots 200 times with a 1.5s reload speed. Anyone it looks at is dead. Instantly. Irregardless of distance.

Compare it to what they were intended to do in the original game: https://youtu.be/wusy3Z8JKkY?t=285

Anyway, in the end I cheated and destroyed the thing. I had one land later and build 3 minigun turrets surrounding it. It was cake.

Final opinion: Miniguns are COMPLETELY and UTTERLY overpowered. They do high damage, shoot many bullets, have amazing accuracy. The reload speed, which you would think is their main down side, is only twice that of M2 Browning Machine Gun. Attacking them with anything but mortars is suicide. boooooooo, etc
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: RadGH on November 30, 2015, 03:03:17 AM
Double posting because this is completely unrelated to my rant about miniguns & mechanoids.

I was attacked by a single raider carrying an item with an odd red and purple square weapon. It was called a "Skywrath controller fake turret". When he was on the screen, the game would pause every time you unpaused it. Found out that happens when there are script errors going on. I held down spacebar and slow-motionly killed him, but it didn't fix. So I used debug console to destroy the ground around him until it was fixed.

Not sure what that was about.

10 minutes later, I got attacked by these guys: https://dl.dropboxusercontent.com/s/vr3pfyaeelwj1w7/2015-11-29_23-28-42.jpg?dl=0

I don't know what is wrong with these guns. They shoot very slow moving arrows that don't seem to do anything. They are from the "Federation Peacekeeper Corp" faction. Which normally sends weird mech things with crazy plasma guns. This is in MVP 1.15.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on November 30, 2015, 04:30:33 AM
Wanted to discuss couple of thoughts.

1. Production chains > researching

Do you guys enjoy researching in whole? I realised that it's pretty boring part of my gameplay. It did help and was kind of fun in the beginning (first couple times), e.g. making easier to figure out game mechanics, production chains and item values, but lately I found out that 1-3 colonists standing at the research table during my whole playtime is kinda boring. I hardly dislike beginning of the game on top of it, when I need first 10 tech to be able to do any basic stuff. In hard maps and conditions it seriously limits my abilities to survive. And slow start is pretty boring for me itself.
Researching is basically doubled by production chains. You can not (at least, should not) to be able to make better stuff before you get better resources. Some stuff is not exactly the higher in the production chains, but if it was, it'd fully replace need of researching for me (considering I don't need less stuff in menu to be able to efficiently play as I already know what does what)
I feel like researching doesn't add much to my gameplay except being annoying... and probably going to start playing with all researches opened from the start as a workaround.

2. Automatic turrets are OP / too cheap

When defending, I enjoy the risk of using colonists. That's one very important side of surviving, managing personal assets, saving important workers and fighting with soldiers. It also requires my attention (a little bit too much of micro-control though) and creates drama if I fail. The AI is noticeably dumb and with combat realism 5 well-equipped and positioned colonists can deflect raids of 25+ badly equipped raiders... but one mistake and everything will go wrong.
With a little bit of construction skill and AI abuse, killboxes full of turrets are making raids unnoticeable. It doesn't matter that you have 5 colonists, you can defend from 50+ raiders without participating it. I just makes it not fun, especially considering turrets are very cheap.
Manned turrets would fix this, basically being better guns but still saving possible threat and need of participation.
If the rest of turrets were in need of at least remote control with limited amount of colonists per turret, it would be ok.


Luckily (?) I didn't fight mechanoids too much, so I can't say if they are OP. It's ok if you need a certain weapon to win against a certain opponent, but then this weapon should be easily available. Like EMP mortar without researching (:

Not trying to tell anyone how to play the game. Just wanted to share my frustration ideas.

As for the MVP, adding manned turrets for variety could be a good move.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: willow512 on November 30, 2015, 05:26:25 AM
Quote from: paragonid1. Production chains > researching
Do you guys enjoy researching in whole?
In my humble opinion the amount of topics is good, more would still be good, the amount of time spent researching is long. Less might be better, I think if you'd shorten research time for all topics but keep or increase topic count then you'd make the research more interesting and less of a grind.

Quote from: paragonid2. Automatic turrets are OP / too cheap
OP, I agree... After all you can set the difficulty of your game. I like the idea of manned turrets. And a pawn based defense. However the whole idea of building a fortress should imply that your fortress gives you a major advantage. So a well setup defense should give the player a big advantage and part of that advantage is maneuvering the opponent. Compare to medieval castles which are set up so opponents will have to move through kill zones...

I'm a defensive player. And I find that I use a lot of save/reload in fights. I don't think that should be the case it merely proves that combat specifically in the early years is too hard.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kazuma6666 on November 30, 2015, 12:07:09 PM
So I tried a new game with V1.18 and didn't use any wall conduit to see if it worked then.
I have another error, but can still play the game atm. This is the error :
(http://i.imgur.com/rhYMOUe.jpg)

I tried destroying all my sculptures to see if it solved it but doesn't change a thing.
Also, I have no access to trading anymore. From ships or from land trader either. The pawn will go to the comm console or the trader hut and pause a moment then go do something else.

Here (http://www.mediafire.com/view/9x922axkffd4xq8/sculpture_error.rws) is a link to download that save. This is a save with MVP 1.18.

I made screenshots of the errors I had with MVP V1.17.
The details of each error are in the link (http://imgur.com/a/kpfIB).
This is the last working save I have :
(http://i.imgur.com/YwRa6Zc.jpg)

And this is the crashing save I have :
(http://i.imgur.com/DWGHttI.jpg)

I have a link to download each : working (http://www.mediafire.com/view/915cbitis80f2l9/last_non_crashing_save.rws)  crashing (http://www.mediafire.com/view/m301xg00llityd2/Crashing_save.rws)
Both of these game use MVP 1.17.

First time uploading with mediafire, I hope you can download ok.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on November 30, 2015, 01:15:41 PM
Yesterday I've got Centipede with minigun to deal with, just one. It was fun, but then I am a fan of dwarf fortress where fun == death :P

First 10 minutes was shooting with 3 sniper rifles, 1 AK-47. Of course I didn't just shoot but take cover after every shoot so Centipede have no chance to fire back, well the problem is that when it got that chance and fired, even when I was behind solid rock, my 2 pawns was suppressed and just... ran behind rock chunks IN THE OPEN. It was legend... wait for it ...ary. One got hit and was downed not dead, the second hide and lied down.

Enemy was shooting at them but with Combat Realism mechanics everything what is prone can't be hit. I send my guy with AK-47 to rescue downed soldier. I've put sleeping spot behind rock formation and make it medical so I could rescue him without worry that medic will be shoot down when he carry pawn to medical spot. It worked, I could stabilize him.

Centipede was shooting volley after volley. Behind the enemy I've located third sniper. He was shooting all the time when enemy try to take down my suppressed soldier. Only he could shoot because every other was so tired or just not capable to fight. I hit him hard but after couples of minutes of constant firing my suppressed pawn was bored and decided that he need go for a walk. SERIOUSLY :D That was beginning of the end.

Centipede moved slowly into my base. First it shoot down every animal I've had. That give me some time to relocate my soldiers. I could shoot it few times before it kill my animals. I could relocate even my browning machine gun turret so Centipede was hit with high caliber rounds but after 3 salvos enemy redirect its firepower on turret and boom.
My sniper could not take it down on time, and after few minutes he was shoot down to. Close combat specialist aka suicide soldier with pulse projector (that thing with gigantic DPS but only 10 range) shoot only once and was teared apart. There was also bug where after firing caster an error showed on console screen. I think its related with shooting and being dead at the same time :P Sorry but I've didn't take screenshots. I should record that battle because it was sooo great.

I know that it sounds, well it looks, like a looong battle but trust me it was even longer from my perspective. I knew that I'm doomed when I saw my enemy but I just wanted to see how It take down my colony.

Combat Realism is great but not with that stats. Basically firing 300 rounds will hit anything and suppression mechanics aren't polished enough. It was great but it was to much. Centipede should have 15 - 30 rounds per salvo or longer reload time (5 - 10s) OR less HP. Remember that it was only ONE Centipede what if it was 2 of them and some Scythes? I haven't got a chance to buy anything with EMP so I had no chance with my suicide soldier to do much damage, and of course my armament wasn't good enough: 3 different types of sniper rifles, AK-47, 2 Optic pistols, pulse projector and turret. My pawns even with 10+ shooting skill didn't hit as often, and some of them had some scars, peg legs and wooden foots because of other battles.

PS: Sorry for my English, not my first language.
Edit: It was pulse projector not plasma caster, change it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on November 30, 2015, 01:32:54 PM
snipers and rifles wont do any damage to centipede in this modpack

you need to use explosive damage at them (mortar, rocket launchers, grenades, mines,...)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on November 30, 2015, 01:48:35 PM
Quote from: NemesisN on November 30, 2015, 01:32:54 PM
snipers and rifles wont do any damage to centipede in this modpack

you need to use explosive damage at them (mortar, rocket launchers, grenades, mines,...)

I know how to handle Centipede.  But I couldn't build any mortar, or rocket launcher. I've just bought pulse projector from land trader. It was early game and the Centipede was a random thing to show. To be honest it was my fault because it was from artifact. But it was late and I wanted to see what will jump on me before sleep. ;)  I've just look at the time of autosaves and it was 40 minutes of FUN ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Prismaa on November 30, 2015, 02:25:33 PM
Hmm is there way to restrict bot/robot areas? My cleaning bot keeps wandering very far from my base now and then.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NoImageAvailable on November 30, 2015, 03:13:46 PM
Quote from: Grogfeld on November 30, 2015, 01:15:41 PM
Yesterday I've got Centipede with minigun to deal with, just one. It was fun, but then I am a fan of dwarf fortress where fun == death :P

First 10 minutes was shooting with 3 sniper rifles, 1 AK-47. Of course I didn't just shoot but take cover after every shoot so Centipede have no chance to fire back, well the problem is that when it got that chance and fired, even when I was behind solid rock, my 2 pawns was suppressed and just... ran behind rock chunks IN THE OPEN. It was legend... wait for it ...ary. One got hit and was downed not dead, the second hide and lied down.

That sounds odd, can you post a screenshot of the exact setup with pawn and Centipede positions?

And yeah, I've been contemplating nerfing the Centipedes back down a bit since the new aiming system + A12 changes gave them a pretty big increase in combat power.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kazuma6666 on November 30, 2015, 05:01:28 PM
Quote from: Prismaa on November 30, 2015, 02:25:33 PM
Hmm is there way to restrict bot/robot areas? My cleaning bot keeps wandering very far from my base now and then.

Asked about that not long ago and got this answer :
Quote from: TLHeart on November 26, 2015, 03:01:33 PM
kamuuzza, hauler bots can be restricted, via their inspection tab.... in the lower right of the screen, where it says, unrestricted, click on it and assign the zone you want it to stay in.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on November 30, 2015, 05:30:58 PM
@NoImageAvailable

Sorry, I don't have any screenshots but it wasn't that odd maybe I've presented this as an weird behavior but it was fine, they ware just near where those 300 bullet landed so they just had to run, but it was strange that they hunkered down behind rock chunks and not a solid rock wall, which for one of them was closer.

Ok i made scrshot (attachment) with those 2 pawns and drawn Centipede position. I've ordered Gillespie to run down few cells so that the enemy couldn't see him but it was to late, Aoi had order to move right one cell, near the tree and she was there standing and reloading. So I think its ok that they panicked. Just the direction she choose was not good. OR it was very good, because enemy focused on Aoi and miss all the time. That gave opportunity to shoot it from behind with sniper rifle, everything else would be to close and probably Centipede would go after him.

That said I think Aoi was to close bullets even when she wasn't the target, and was in safe position. This situation is just a proof that Combat Realism is a great mod! Panic is what push You even further into demise. But of course she could just move right ;)

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on November 30, 2015, 05:50:29 PM
Quote from: Grogfeld on November 30, 2015, 01:48:35 PM
Quote from: NemesisN on November 30, 2015, 01:32:54 PM
snipers and rifles wont do any damage to centipede in this modpack

you need to use explosive damage at them (mortar, rocket launchers, grenades, mines,...)

I know how to handle Centipede.  But I couldn't build any mortar, or rocket launcher. I've just bought pulse projector from land trader. It was early game and the Centipede was a random thing to show. To be honest it was my fault because it was from artifact. But it was late and I wanted to see what will jump on me before sleep. ;)  I've just look at the time of autosaves and it was 40 minutes of FUN ;)

Sounds like you had a blast. Taking on a minigun centipede early is always difficult, and risky. Bullets do so little damage. I have lost more than one colony the same way. Great fun. Even more fun when I defeated the dang thing.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Volumunox on December 01, 2015, 03:50:14 AM
I'd recommend viewing this for specifics in regards to this post "Battery Storage Bug" (https://ludeon.com/forums/index.php?topic=16970.0)

This mod got me started on testing out power in general. The game has some issues with storing power and power generation that this mod exacerbates.
Where in the vanilla game the storage rate started to decline at around the 3rd battery, this mod follows an exponential decline in power storage, so each added battery reduces the efficiency of the battery storage intake rate by 50% of the surplus power in the grid. e.g. 50% - 25% - 12,5% etc.

I don't know if it's intended as the normal vanilla power sources (Geothermal Gen. and wind turbine) is still affected as in the above mentioned link.

I'd recommend people doing decentralized power storage with this mod. If anyone is willing to test it out further or contribute with more data please post in the above mentioned link, if there is truly an issue with power it needs to be fixed or if it's intended wiki's everywhere needs to be updated.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 01, 2015, 10:21:53 AM
Quote from: Volumunox on December 01, 2015, 03:50:14 AM
I'd recommend viewing this for specifics in regards to this post "Battery Storage Bug" (https://ludeon.com/forums/index.php?topic=16970.0)

This mod got me started on testing out power in general. The game has some issues with storing power and power generation that this mod exacerbates.
Where in the vanilla game the storage rate started to decline at around the 3rd battery, this mod follows an exponential decline in power storage, so each added battery reduces the efficiency of the battery storage intake rate by 50% of the surplus power in the grid. e.g. 50% - 25% - 12,5% etc.

I don't know if it's intended as the normal vanilla power sources (Geothermal Gen. and wind turbine) is still affected as in the above mentioned link.

I'd recommend people doing decentralized power storage with this mod. If anyone is willing to test it out further or contribute with more data please post in the above mentioned link, if there is truly an issue with power it needs to be fixed or if it's intended wiki's everywhere needs to be updated.

Actually, since this mod does use the CCL logic, that workbenches only require full power when in use, it adds another dimension to the power...

As I have said, in his bug report, his assumption is wrong, that batteries store 50% of the excess power. They do not. They charge over time only storing 50% of the input. And that input is a hard coded number.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 01, 2015, 02:03:19 PM
I have a strange and for me a game breaking bug. Every time when I want to use comm console it trows an exception. Screenshot in attachment. Probably related to autosell.  I've demolished console and rebuild it, but this bug is persistent.
Also I've been playing with autosell options and designate my pawn as AI seller. After he came to console error popup and now it constantly jumps with big lags. Even when I've undo changes in Autosell screen this error stays and my pawn try to use this console. I've send other guy to arrest him but then seller just disappear, and probably he as an object is destroyed as well.

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on December 02, 2015, 03:44:59 AM
Quote from: simon-82 on November 29, 2015, 02:03:13 PM
Thanks Kitsune, very nice colony you have there :)
Oh oh, two of your colonists are naked! I might have to add a "rated M" to that picture :P
I like your bright red hair, that's pretty neat. And are those poor muffalos allowed outside or are they trapped in that tiny barn? o.O
Of course I will add it to the first page!

Thank you and yes i love red or fox like coloured hair's in real i have a bit darker red hair i dont want to blind anyone with a bright red. ;D
Dam nudists. xD I sayd to them they have to dress but they only said "but... our freedom?". And sadly the poor sad fluffy muffi's are not allowed to move outside... they are my treasure i have to defend them. *-*

Edit: What the hell... 12 norbal rolled over my colonie kidnapped 1 of my colonists and nearly killed my other 5 colonist. Lucky me my only standing colonist was able to prevent that they kidnapped my other 4. Melee norbals with shields are horrible. >_< ... I need my citywall.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Milso on December 02, 2015, 10:23:12 AM
Every time I build a fortress shield generator it corrupts my save file.

Steps to reproduce
Build fortress shield generator
Save game
Attempt to load save game

screen goes black and colors begin to load strange but before it does i see something about squad brain in the error.

EDIT: I plan on trying to get a screenshot of error just have not had time to play.

Also is there a way to fix brain injuries in this pack?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 04, 2015, 06:42:50 AM
v1.18

I save and quit the game come back tomorrow load up my world and this happens

(http://i.imgur.com/SN6PF79.png)

(http://i.imgur.com/WCDBzuq.png)

everytime I load up my world its like this

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 04, 2015, 08:03:22 AM
@nemesis, are you using Colony Manager? I had a bug in the loading code, which is fixed in the latest release. Your save should load fine after an update.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Milso on December 04, 2015, 10:28:22 AM
@nemesis that's the same issue i was having and tracked it back to building a fortress shield generator.  Loaded save right before it was finished and canceled it and been fine since.
If i build it again it does the same thing.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 04, 2015, 11:31:20 AM
Quote from: Fluffy (l2032) on December 04, 2015, 08:03:22 AM
@nemesis, are you using Colony Manager? I had a bug in the loading code, which is fixed in the latest release. Your save should load fine after an update.

I am using ModVarietyPack v1.18
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 04, 2015, 11:33:01 AM
Quote from: Milso on December 04, 2015, 10:28:22 AM
@nemesis that's the same issue i was having and tracked it back to building a fortress shield generator.  Loaded save right before it was finished and canceled it and been fine since.
If i build it again it does the same thing.

well I don't have a load before I build it :/
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 04, 2015, 11:46:23 AM
Quote from: Milso on December 04, 2015, 10:28:22 AM
@nemesis that's the same issue i was having and tracked it back to building a fortress shield generator.  Loaded save right before it was finished and canceled it and been fine since.
If i build it again it does the same thing.
Yes, it is a problem with the shields you guys are having. I tracked it down to an issue with the shield compatibility patch with CombatRealism. Need to take them out until this is fixed. Sorry about that :(


Quote from: Grogfeld on December 01, 2015, 02:03:19 PM
I have a strange and for me a game breaking bug. Every time when I want to use comm console it trows an exception. Screenshot in attachment. Probably related to autosell.  I've demolished console and rebuild it, but this bug is persistent.
Also I've been playing with autosell options and designate my pawn as AI seller. After he came to console error popup and now it constantly jumps with big lags. Even when I've undo changes in Autosell screen this error stays and my pawn try to use this console. I've send other guy to arrest him but then seller just disappear, and probably he as an object is destroyed as well.
You can try deleting the autosell config file in the config folder. I have updated Autosell now. From your screenshot I can't see what the issue is exactly. If you could upload your save with the error I can take a closer look.


Quote from: kazuma6666 on November 30, 2015, 12:07:09 PM
(...) I tried destroying all my sculptures to see if it solved it but doesn't change a thing.
Also, I have no access to trading anymore. From ships or from land trader either. The pawn will go to the comm console or the trader hut and pause a moment then go do something else.

Here (http://www.mediafire.com/view/9x922axkffd4xq8/sculpture_error.rws) is a link to download that save. This is a save with MVP 1.18.
Thanks for all the screenshots and the detailed report :)
Your problem in 1.17 is fixed.
I downloaded your save from 1.18 to find the problem there.
Now I found the minified sculpture with the error in your stockpile 2 squares above the "Ear". It is invisible though. The game has problems loading that in.
As a fix you can try the "dev tool:destroy" on that spot. The error goes away - And trading also works again.
As for what caused the error? I am not sure. I crafted / spawned some more minified sculptures and all went well. Have you had this error more than once? Any way to reproduce the error? Did you do a fresh install with 1.18? Always do a fresh install when updating.


Quote from: onearchitype on November 30, 2015, 12:21:45 AM
I've also noticed a couple issues... 1) the bill counter does not recognize the number of items in a storage container. I'm using the wooden pallets. When I use the craft until you have a set number, the colonists keep crafting even beyond the number. I have to then manually suspend the bill. 2) colonists do not automatically go to an empty hospital bed when an operation bill is tasked. They instead go to their own bed.
1) Tried with wooden pallets and steel bars and flour. Both bills stopped at the right number. Which items didn't stop the bill for you? Do you have a save file with the error?
2) Also tried that. Had the best beds available (PodBeds) and a HospitalBed. Colonist went to the HospitalBed for operation. Are you using the latest version of the modpack?


Quote from: Kitsune on December 02, 2015, 03:44:59 AM
Thank you and yes i love red or fox like coloured hair's in real i have a bit darker red hair i dont want to blind anyone with a bright red. ;D
Dam nudists. xD I sayd to them they have to dress but they only said "but... our freedom?". And sadly the poor sad fluffy muffi's are not allowed to move outside... they are my treasure i have to defend them. *-*

Edit: What the hell... 12 norbal rolled over my colonie kidnapped 1 of my colonists and nearly killed my other 5 colonist. Lucky me my only standing colonist was able to prevent that they kidnapped my other 4. Melee norbals with shields are horrible. >_< ... I need my citywall.
Awww, you are cruel! The muffalos are sad indeed... Let them outside to play in the sun! :)
And yep, angry Norbals are angry. But your wall was almost complete, hurry up! They will come back I guess. Would love to see a picture of your completed colony :)


New version 1.20 is ready. Find it here (https://github.com/simon-82/ModVarietyPack/releases) :)

IMPORTANT: Make sure to check the updated installation instructions on the wiki (https://github.com/simon-82/ModVarietyPack/wiki)!
Added a script for Windows as some are having problems creating the shortcut.
Also there are instructions for Mac users now.

- fixed bug: raiders carrying skywrath turret
- fixed bug: powered furniture with art causing PowerConduit bug
- updated Autosell to latest
- updated EdB Interface to latest
- disabled ED shields temporarily (issue with CR patch)
- added installation script for Windows
balancing:
- turret changes:
.improvised turret made at basic weapon table
.better turrets unlock later
.turrets now made from steel bar or aluminum bar
.better turrets require WeaponParts + cost more
.all turrets nerfed slightly
- Rimsenal faction raids later and less often (same as mechanoids now)
- Centipede mini gun nerfed slightly

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 04, 2015, 01:07:48 PM
I kinda don't want to lose my world because I had a good run on it with the version v1.18

so will v1.20 run fine with my world or should I wait for a new version update.....or I need to start all over again ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 04, 2015, 01:18:16 PM
Just at the end of my 1.16 run, 27 colonists, defended by 4 turrets, 2 minigun turrets, and 2 browning turrets. I also have 3 impoverish turrets that rarely get a shot off.  Also have 2 mortars, and an emp mortar. Decimates those enemies that want to prepare for awhile before attacking. Lag when the norbals attack is getting bad.

Getting through the first winter is a challenge, with the food, the research, lack of strong defense.. Takes work, skill, some luck.

So with that said, here is a tour of Moreville, Zuben-el-akrab.

The entire colony
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/12314128_1058685494162810_9151136600401152097_n.jpg?oh=542396e620e415de6e12232d9f43a3da&oe=56F2E2FB)

The first colonist living complex. Before this they all shared the area that is now the kitchen.
14 bedrooms, all with pod beds, and end table, carpet around the beds, and stone floors. In the Grand Hall, they have quick access to lavish meals, chess tables, pool table, Reading table and book shelves, Card table, and arcades, along with a tv viewing area. The rooms on the north side are the original individual colonist rooms, so each has a small cooler. As the structure was completed, using wall mounted heaters and coolers for the grand room, and active vents for the rooms, the entire structure stays comfortable in the jungle environment. Have had 30F nights, and 130F days. Also have a robot cleaner in the grand room.
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/12308231_1058685677496125_7961214890099472548_n.jpg?oh=a708a7daadb2640f0d8ec92b15bbc4b3&oe=56E62B19)

Now onto the second living complex... same style as the first. I use the extra rooms as prisoner rooms, and when they join, I change the bed to a colonist bed. By now I had lighted walls. Slightly different layout of the joy items.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xpf1/v/t1.0-9/12316600_1058685977496095_5714163020161667261_n.jpg?oh=9e2857f3649b89376ea3d837604c8b2a&oe=56E70120)

Onto the central courtyard growing zones... Started with the plot to the north, growing potatoes. As time went on, sectioned that field into rows of crops. Expanded as needed, and almost every crop available in the game is being grown. No devilstrand, or omni jel.

To the southwest is the first defense bunker, with 3 impoverished turrets, and 1 mini gun turret, and a browning turret. Provided plenty of fire power for the raid at that time. Added second bunker to the northwest, to provide crossing fire, only installed a mini gun turret, and a browning turret.
(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/11222343_1058686160829410_5256350814158351420_n.jpg?oh=8dabb003e88a088c9d8b2578e9b8ca87&oe=56EDC755)

And now the heartbeat of the colony, the production areas.

In the barn, are cobras, great profit from selling young cobras to traders. Cows for milk, which I ended up selling since there is no ice cream in this pack yet. And chickens, hens only for the eggs. Only restrict the animals to the barn for raids, and this screen shot. Otherwise they wander the pasture area with the natural grass, and the crop fields. I purchase hay from time to time.

Production room is open to the main storage area for quick access. Store items that don't degrade outside.

Small clean hospital has served the colony well.

The kitchen has worked efficiently, with drink storage just a quick step away. I always have cooks that love that morning drink before work. Also have stools and benches for that quick bite to eat. The water well is near the center of the fields. Water and sugar are the limiting factors for brewing drinks.

The cooler is well stocked, and partially organized with quantum stock piles. All that meat is from manhunter packs.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/12342748_1058686294162730_2686317952311805560_n.jpg?oh=e5e44b0e41d16c266424a1ff68cbf458&oe=56E4C2D6)

This colony has been fun. Using the campfire early to cook simple meals really helped get me past that grow/starve/hunt cycle of the early game.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 04, 2015, 01:25:48 PM
Quote from: NemesisN on December 04, 2015, 01:07:48 PM
I kinda don't want to lose my world because I had a good run on it with the version v1.18

so will v1.20 run fine with my world or should I wait for a new version update.....or I need to start all over again ?
The shields are disabled in 1.20 now. So if you load your old save with shields it wil give an error. If you really want to keep playing that save, stay on your current version.
If I understand you correctly, you only have that one currupt save file?
You can try to repair the save file.
You have to edit it manually and delete the shields from it.
Search for blocks of code in the file that look like that and delete all of them:
<thing Class="Combat_Realism_Compatibility.Shields.Building_Shield">
<def>Building_ShieldStandard</def>
<id>Building_ShieldStandard307098</id>
<pos>(123, 0, 74)</pos>
<health>500</health>
<faction>Colony508570295</faction>
<parentThing>PowerConduitInvisible270037</parentThing>
<shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField">
<shieldMaxShieldStrength>4000</shieldMaxShieldStrength>
<shieldInitialShieldStrength>100</shieldInitialShieldStrength>
<shieldShieldRadius>8</shieldShieldRadius>
<shieldRechargeTickDelay>15</shieldRechargeTickDelay>
<shieldRecoverWarmup>900</shieldRecoverWarmup>
<shieldFireSupression>True</shieldFireSupression>
<shieldCurrentStrength_base>112</shieldCurrentStrength_base>
<tick>2775</tick>
<online>True</online>
<colourGreen>0.3764706</colourGreen>
<colourBlue>0.7294118</colourBlue>
<shieldBuilding>Building_ShieldStandard307098</shieldBuilding>
</shieldField>
<flag_direct>True</flag_direct>
<flag_indirect>True</flag_indirect>
<flag_fireSupression>True</flag_fireSupression>
<flag_InterceptDropPod>True</flag_InterceptDropPod>
<flag_shieldRepairMode>True</flag_shieldRepairMode>
<flag_showVisually>True</flag_showVisually>
</thing>



Quote from: TLHeart on December 04, 2015, 01:18:16 PM
Just at the end of my 1.16 run, 27 colonists, defended by 4 turrets, 2 minigun turrets, and 2 browning turrets. I also have 3 impoverish turrets that rarely get a shot off.  Also have 2 mortars, and an emp mortar. Decimates those enemies that want to prepare for awhile before attacking. Lag when the norbals attack is getting bad. (...)
Wow! Beautiful! o.O
Hope you don't mind me adding that screenshot to the first page?
Really well done colony!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 04, 2015, 01:26:53 PM
Quote from: NemesisN on December 04, 2015, 01:07:48 PM
I kinda don't want to lose my world because I had a good run on it with the version v1.18

so will v1.20 run fine with my world or should I wait for a new version update.....or I need to start all over again ?

The bug fix to the art/power will require a new colony, as it changes the save file structure.

I finish my colony before updating to the new version.... Most of the the time the update will NOT be compatible with current game.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 04, 2015, 01:34:22 PM
Quote from: simon-82 on December 04, 2015, 01:25:48 PM




Quote from: TLHeart on December 04, 2015, 01:18:16 PM
Just at the end of my 1.16 run, 27 colonists, defended by 4 turrets, 2 minigun turrets, and 2 browning turrets. I also have 3 impoverish turrets that rarely get a shot off.  Also have 2 mortars, and an emp mortar. Decimates those enemies that want to prepare for awhile before attacking. Lag when the norbals attack is getting bad. (...)
Wow! Beautiful! o.O
Hope you don't mind me adding that screenshot to the first page?
Really well done colony!

Use away.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 04, 2015, 01:59:23 PM
Quote from: simon-82 on December 04, 2015, 01:25:48 PM
Quote from: NemesisN on December 04, 2015, 01:07:48 PM
I kinda don't want to lose my world because I had a good run on it with the version v1.18

so will v1.20 run fine with my world or should I wait for a new version update.....or I need to start all over again ?
The shields are disabled in 1.20 now. So if you load your old save with shields it wil give an error. If you really want to keep playing that save, stay on your current version.
If I understand you correctly, you only have that one currupt save file?
You can try to repair the save file.
You have to edit it manually and delete the shields from it.
Search for blocks of code in the file that look like that and delete all of them:
<thing Class="Combat_Realism_Compatibility.Shields.Building_Shield">
<def>Building_ShieldStandard</def>
<id>Building_ShieldStandard307098</id>
<pos>(123, 0, 74)</pos>
<health>500</health>
<faction>Colony508570295</faction>
<parentThing>PowerConduitInvisible270037</parentThing>
<shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField">
<shieldMaxShieldStrength>4000</shieldMaxShieldStrength>
<shieldInitialShieldStrength>100</shieldInitialShieldStrength>
<shieldShieldRadius>8</shieldShieldRadius>
<shieldRechargeTickDelay>15</shieldRechargeTickDelay>
<shieldRecoverWarmup>900</shieldRecoverWarmup>
<shieldFireSupression>True</shieldFireSupression>
<shieldCurrentStrength_base>112</shieldCurrentStrength_base>
<tick>2775</tick>
<online>True</online>
<colourGreen>0.3764706</colourGreen>
<colourBlue>0.7294118</colourBlue>
<shieldBuilding>Building_ShieldStandard307098</shieldBuilding>
</shieldField>
<flag_direct>True</flag_direct>
<flag_indirect>True</flag_indirect>
<flag_fireSupression>True</flag_fireSupression>
<flag_InterceptDropPod>True</flag_InterceptDropPod>
<flag_shieldRepairMode>True</flag_shieldRepairMode>
<flag_showVisually>True</flag_showVisually>
</thing>




I did remove all of this code with Notepad++ but when I load up the world it still displays the same error and brakes the game....It also writes the code back I deleted


I guess this colony is going to trash now....I will just play vanilla until you come up with a stable version so I don't have to delete my colony all the time
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 04, 2015, 02:09:36 PM
Quote from: NemesisN on December 04, 2015, 01:59:23 PM
I did remove all of this code with Notepad++ but when I load up the world it still displays the same error and brakes the game....It also writes the code back I deleted
I guess this colony is going to trash now....I will just play vanilla until you come up with a stable version so I don't have to delete my colony all the time
Alright, I was hoping that would work to save your colony, but I guess it didn't. :(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 04, 2015, 06:42:35 PM
Quote from: NemesisN on December 04, 2015, 01:59:23 PM


I guess this colony is going to trash now....I will just play vanilla until you come up with a stable version so I don't have to delete my colony all the time

That is a risk one takes with mods, that a colony will crash. Starting new colonies gets to be a pain at times, but gives you the chance to try another strategy.

For me, vanilla is just too boring and too easy now.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 04, 2015, 09:20:06 PM
Sorry Simon that was 3 colonies ago ;) so I don't have that save but I will hunt for this bug... or another Centipede will crush my colony ;)

May I have a suggestion for you? Could you consider some changes in early research? I think that there should be tech that grants all the necessary buildings like stonecutter's table, furnace and maybe early power generator. I make this suggestion because there are some issues with tech order. At start we have Construction I but almost all things to build need steel, and power to work. So construction gives false hopes and it's confusing for new players. There is also Power I and everything here needs steel so another problematic approach. Maybe those two should be behind Crafting I? Or like I said before a combined tech: "guide to survive" I remember Tech Tree Minami had such a tech that gives good start. Oh now I see, It was "RimWorld for Dummies" :D here is the link to tech tree and all things that are unlocked: http://i.imgur.com/MyS8rTr.png?1  Heh I remember those dark nights and Terrors event that kidnapped almost my whole colony.


But it's your modpack and everything you do will be fine for me :) I like what you created with all those mods.

Also another suggestion: Colony Manager it's a great tool and Fluffy confirmed that everything works fine. I'm using it and I'm happy with this choice :)

Thanks for new version, right on time because mechanoid invasion just crush my colony today. 5 day and terraformer landed. That was FUN! :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Moriros on December 05, 2015, 03:01:23 PM
I dowloaded this mod, played it and i say its great! I make an artic-eskimosi colony. Research system is balanced and not annoying (or frustrating).
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 05, 2015, 03:02:44 PM
So 3 glass eyes = wooden crystal eye? ;) I have problem with prosthetics. First it shows error:

"Tried to make UnfinishedProsthesis from GlassEye which is not a stuff. Assigning default."
(Picture 1)

and than after it's finished trows another one (Picture 2)

Unfinished item still exist and I can cancel task which will give me back 3 glass eyes.

Also there is no stockpile definition for scythe blades. I can't store it.






[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: A_Bandit!!! on December 05, 2015, 04:08:57 PM
Excuse me if this have already been adressed, my pawns hate cleaning for some reason. Tried taking one pawn and give him a 1 i cleaning and nothing else, still wont do it >:(

This is with the VarietyModPack, loving it so far. Anyone else that have had this problem and have fixed it?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 05, 2015, 04:42:54 PM
@UP

You must designate cleaning area, Its in the Zones Tab. Broom icon. If you don't see it just save, close Rimworld and load again.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SteelHeart on December 05, 2015, 07:50:28 PM
I like the mod pack, but when ever I try to open it up after the first install, it crashes. yes, I have set up the shortcut properly, I saw the save data folder. the problem is when ever I open up the game the next time it just gives me a black screen before telling me the program stopped responding. the very first time I open it up just after doing an installation seems to work fine.

I`ll add a crash log if you can point me to where they are hidden on my computer (I`m using windows 7)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 06, 2015, 05:24:45 AM
Quote from: SteelHeart on December 05, 2015, 07:50:28 PM
I like the mod pack, but when ever I try to open it up after the first install, it crashes. yes, I have set up the shortcut properly, I saw the save data folder. the problem is when ever I open up the game the next time it just gives me a black screen before telling me the program stopped responding. the very first time I open it up just after doing an installation seems to work fine.

I`ll add a crash log if you can point me to where they are hidden on my computer (I`m using windows 7)
Crash logs are in the rimworld install folder, nested in /RimWorld<Version>Win_Data/output_log.txt
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 06, 2015, 08:38:24 AM
Quote from: Moriros on December 05, 2015, 03:01:23 PM
I dowloaded this mod, played it and i say its great! I make an artic-eskimosi colony. Research system is balanced and not annoying (or frustrating).
Thanks! Glad you enjoy it :)


Quote from: SteelHeart on December 05, 2015, 07:50:28 PM
I like the mod pack, but when ever I try to open it up after the first install, it crashes. yes, I have set up the shortcut properly, I saw the save data folder. the problem is when ever I open up the game the next time it just gives me a black screen before telling me the program stopped responding. the very first time I open it up just after doing an installation seems to work fine.
I`ll add a crash log if you can point me to where they are hidden on my computer (I`m using windows 7)
Have you tried waiting a little? It takes longer to load than without mods. Also while it is loading, it could show "program not responding". It does that for me too, but it should load fine eventually, depending on how fast your computer is.
Did you copy everything from the zip file directly to your gamefolder? Did you run the script to create the shortcut? I have put up detailed instructions on the wiki (https://github.com/simon-82/ModVarietyPack/wiki). Did you follow those?


Quote from: Grogfeld on December 05, 2015, 03:02:44 PM
So 3 glass eyes = wooden crystal eye? ;)
Also there is no stockpile definition for scythe blades. I can't store it.
Thanks for reporting :)

Uploaded fix v.1.21 (here (https://github.com/simon-82/ModVarietyPack/releases))
- Enhancement: TerraformingPump can be uninstalled
- Enhancement: Mobile Mineral Sonar now also scans for bauxite ore + can be uninstalled
- fixed bug: CannonTurret can fire through embrasures now
- fixed bug: CrystalEye can be crafted properly now
- fixed bug: SilentJaw can be crafted properly now
- fixed bug: ScytherBlade added to storage list
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 06, 2015, 12:20:34 PM
Hey guys, what are you thinking about traders in this modpack? Well in every other modpacks in general. I was wondering about land traders and got an idea for calling for them. Just posted it to Haplo in Miscellaneous topic. I think that is feasible to make and could be a great addition for any long research tree modpacks. If he wouldn't do than maybe I will try but I'm not familiar with C# and for first mod this could be to much aka quick quit for me. ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on December 06, 2015, 01:54:22 PM
Quote from: simon-82 on December 04, 2015, 11:46:23 AM
Awww, you are cruel! The muffalos are sad indeed... Let them outside to play in the sun! :)
And yep, angry Norbals are angry. But your wall was almost complete, hurry up! They will come back I guess. Would love to see a picture of your completed colony :)

No i'm only... uhm defending. ;) But i now make in every new colony and outside area for my animals, better? ;D The old colony is lost sadly because of mod update*giggle* and i fear my actual go's the same way now. :) I must have shiny updates! *-*

@Grogfeld: Oh the tech mod from minami good "old times". Sad that minami went away and vanished. The help i gave him was my first try on modding. :D

So now give me the new shiny version! i want to test if my colonie will explode if i load it. xD

Edit: Little picu from my actual-soon-trashed colony. A bit wider wall but i think it looks a bit bad in the comparison to the old one. ._. Hm maybe the next will be nicer. And hopefully "nicer" norbals. :D

(http://i.imgur.com/VxZ7MtG.jpg)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 06, 2015, 02:11:05 PM
Quote from: Kitsune on December 06, 2015, 01:54:22 PM
No i'm only... uhm defending. ;) But i now make in every new colony and outside area for my animals, better? ;D The old colony is lost sadly because of mod update*giggle* and i fear my actual go's the same way now. :) I must have shiny updates! *-*

@Grogfeld: Oh the tech mod from minami good "old times". Sad that minami went away and vanished. The help i gave him was my first try on modding. :D

So now give me the new shiny version! i want to test if my colonie will explode if i load it. xD

Edit: Little picu from my actual-soon-trashed colony. A bit wider wall but i think it looks a bit bad in the comparison to the old one. ._. Hm maybe the next will be nicer. And hopefully "nicer" norbals. :D
Hm, well ok. A small outdoor area for them is all I ask for.
Looks like you really like all the shiny things!
I bet you would like to have my shiny new avatar duck. It is golden + very shiny! But sorry, it's mine :P
You can look at it and admire its' shininess, but nooo touching!

Nice colony again btw. Looks a lot like your last one. With the city wall and stuff. A nice garden area with pretty fences. I like that style of colony. It actually looks like a small western town. :)

And nope, the Norbals won't be nice to you I am afraid. You will have to call them and give them some shiny silver, then they might start to like you.
But I can already tell you will rather murder all of them before you give them any of your shiny silver, am I right?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SteelHeart on December 06, 2015, 03:24:53 PM
good news and some bad news. the good news is that upon installing the mudpack version 1.2.X it stopped crashing on load. the bad news is that my log file was oversized and I deleted it in hopes of just having the one that would be made from the game crashing. well now my game isn`t crashing anymore and the log file is gone forever. well, I guess I can play now, but we`ll never know what made it keep crashing for me.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 06, 2015, 03:43:39 PM
will you add back those shields that crash the game if you find a fix for them ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 06, 2015, 03:58:15 PM
Quote from: NemesisN on December 06, 2015, 03:43:39 PM
will you add back those shields that crash the game if you find a fix for them ?
Yes of course :)
I already posted in the Enhanced Development thread and told Jaxxa about the error. I didn't find an easy fix for it, it is his mod so he can solve the issue I am sure :)


Quote from: SteelHeart on December 06, 2015, 03:24:53 PM
good news and some bad news. the good news is that upon installing the mudpack version 1.2.X it stopped crashing on load. the bad news is that my log file was oversized and I deleted it in hopes of just having the one that would be made from the game crashing. well now my game isn`t crashing anymore and the log file is gone forever. well, I guess I can play now, but we`ll never know what made it keep crashing for me.
I'd say that's good news then :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Playbahnosh on December 06, 2015, 05:45:02 PM
Quote from: A_Bandit!!! on December 05, 2015, 04:08:57 PM
Excuse me if this have already been adressed, my pawns hate cleaning for some reason. Tried taking one pawn and give him a 1 i cleaning and nothing else, still wont do it >:(

This is with the VarietyModPack, loving it so far. Anyone else that have had this problem and have fixed it?

The Home area and the cleaning area are separate things here. You can designate a Clearing Zone on the zones tab, and any colonist assigned to cleaning will clean in that zone. Really useful since your colonists finally won't waste time sweeping dirt outside. Unless you want them to.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on December 06, 2015, 08:08:33 PM
Couple things.

1. I think that the normal storage shelves should be accessible sooner than Storage 1.  I don't see any reason why they are locked behind so much research?

2. I know this is going to sound stupid but I can't find water buckets anywhere, where do you build them?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 06, 2015, 08:47:24 PM
Quote from: Pheanox on December 06, 2015, 08:08:33 PM
Couple things.

1. I think that the normal storage shelves should be accessible sooner than Storage 1.  I don't see any reason why they are locked behind so much research?

2. I know this is going to sound stupid but I can't find water buckets anywhere, where do you build them?

water buckets are crafted and filled at the well. Also the water bucket is destroyed when used to improve soil or brew drinks... a flaw with the base game recipe limitations.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: RadGH on December 06, 2015, 11:53:46 PM
The recent updates are looking great. A couple more suggestions:

1) The norbal throwing hammers are massively imba, especially early on. Got attacked by a pretty decent group of norbals and most of them had a throwing hammer. It's like an instant KO if they hit a colonist. I don't understand why they need to explode, or why they have such pin-point accuracy.

2) The techtree needs a bit of work at the very beginning. Trying to get an AC requires several different researches, even though you could unlock them immediately. You need construction, crafting, and power research to get an AC. Which early on, is a very large amount of research for 3 colonists. I think the amount of points for these tier 1 researches should be lowered or simply start with a furnace unlocked. Pretty sure spacefaring people understand how to melt metal.

--

Q: Is there a way to disable the norbal faction from appearing in world gen? I tried a completely new install and deleting the norbals mod folder and removing it from modconfig.xml. Gives me a ton of errors when I open the game, and I can't create a world.

EDIT: Got it to work by removing some code from a few xml files in the modvarietypack addon. Seems to be working fine now.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dryparn on December 07, 2015, 07:02:00 AM
Just wondered if this is a bug or a feature: Norbals cant wear the upgraded bionic body parts just the regular bionic parts or worse.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on December 07, 2015, 08:12:20 AM
Was there a change to animal mating?  I've had some alpacas for over a year (2 females, 1 male) and had no pregnancy yet.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on December 07, 2015, 10:39:55 AM
Quote from: RadGH on December 06, 2015, 11:53:46 PM
Q: Is there a way to disable the norbal faction from appearing in world gen?

Or any other easy way to "disable" norbals would be really appreciated.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on December 08, 2015, 10:19:40 AM
Quote from: simon-82 on December 06, 2015, 02:11:05 PM
Hm, well ok. A small outdoor area for them is all I ask for.
Looks like you really like all the shiny things!
I bet you would like to have my shiny new avatar duck. It is golden + very shiny! But sorry, it's mine :P
You can look at it and admire its' shininess, but nooo touching!

Nice colony again btw. Looks a lot like your last one. With the city wall and stuff. A nice garden area with pretty fences. I like that style of colony. It actually looks like a small western town. :)

And nope, the Norbals won't be nice to you I am afraid. You will have to call them and give them some shiny silver, then they might start to like you.
But I can already tell you will rather murder all of them before you give them any of your shiny silver, am I right?

Small outdoor area, done. ^-^
Aye i love shiny's and your avatar ... ok i will let it yours, i like shiny but im not a thief. :3

Thank you again and i like this kind of colony's because it looks like a town and not a evil fortress of doom. ... Hm but a little bit fortressylike is always good. xD Oh and of course i dont give away my shiny's to some stupid guy's i catch them patch them up and throw them out of my colony that they go home and say "ouch guy's! there are horrible people dont go to them... they do cruel thinks to us like bathing!" and with the "diplomaticsystem" it works i get 15 "friendshippoints" for almost every prisoner.

@RadGH: I'm with you about the norbal hammer, its horrible. :'( I would like the norbals more like medival vikings and not this psydo hightech weapons and shielding vikings in fur clothing. ;D Or if hightech than sort of asgard like, space-metal-grade armor and energyweapons like laserstaffs or something. ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 08, 2015, 11:45:40 AM
The norbals are vikings. The hammer was a legendary weapon of their god. It was powerful enough to destroy mountains. So the norbals hammer can not destroy mountains, but can devastate a colonist.  I have no problem with them being equipped with the hammer.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 08, 2015, 02:09:24 PM
Hi Simon. It's me again, and again with prosthetic issue. It's the same problem like in other things. This time its about bionic arm but I imagine that is the same bug with everything that needs other 1st or 2nd level prosthetics to craft so I advise you to look at it.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on December 09, 2015, 03:06:17 AM
"The hammer was a legendary weapon of their god" and "Based on combat realism" in one modpack devastates me.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nurichbin on December 09, 2015, 04:16:44 AM
So when you send your colonists on a mission and the message says they brought loot. Where does the loot go? because it does not appear where they reenter the map and they are not carrying it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on December 09, 2015, 08:18:18 AM
They've been carrying it for me each time in this case.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on December 09, 2015, 08:31:45 AM
Quote from: TLHeart on December 08, 2015, 11:45:40 AM
The norbals are vikings. The hammer was a legendary weapon of their god. It was powerful enough to destroy mountains. So the norbals hammer can not destroy mountains, but can devastate a colonist.  I have no problem with them being equipped with the hammer.

If you go this way you can give all weapon typs something legendary, for me i would prefer gungnir above mjolnir. ;) In the way for rimworld norbals are fine i think BUT! not with the actual setting you know, just one way high tech weapon and armor OR low tech weapon and armor. Like the tribes only in viking theme. And i think the cooldown for the hammer are a way to low for its strength maybe a bit higher and the problem is already gone. ^-^ And for the legendary hammer that explodes uhm if the hammer explode its gone right? Because explosion bäm you know. xD So maybe make it one use only. But i think to discuss about norbals its not the right place here, right? :D

Edit: Oh and of course its a thing about what someone likes with the exploding hammer they are harder but if someone likes it, its ok. ^-^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 09, 2015, 11:20:36 AM
Quote from: Grogfeld on December 08, 2015, 02:09:24 PM
Hi Simon. It's me again, and again with prosthetic issue. It's the same problem like in other things. This time its about bionic arm but I imagine that is the same bug with everything that needs other 1st or 2nd level prosthetics to craft so I advise you to look at it.
I just crafted a bionic arm, no error. I upgraaded it to advanded bionic arm, no error.
Do you get the same error as before? As in "item not made from stuff" -> assigning default?
Or what is the error?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 09, 2015, 01:50:22 PM
So actually now I have created bionic arm without problems. And yes it was the same error "item not made from stuff" -> assigning default" but it was just an initial error the breaking one was when it tried to finish the prosthetic it just can't and Pawn goes on and on, but like I said today it finished fine so it's for me a random situation.
It's strange because this "item not made from stuff" -> assigning default" showed today when I've build embrasures. :D But then it just continued building and ended without errors.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 09, 2015, 01:59:15 PM
Quote from: paragonid on December 09, 2015, 03:06:17 AM
"The hammer was a legendary weapon of their god" and "Based on combat realism" in one modpack devastates me.

Wait what? So you're the one that don't believe in Santa as well! ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 09, 2015, 02:02:57 PM
Quote from: Grogfeld on December 09, 2015, 01:50:22 PM
So actually now I have created bionic arm without problems. And yes it was the same error "item not made from stuff" -> assigning default" but it was just an initial error the breaking one was when it tried to finish the prosthetic it just can't and Pawn goes on and on, but like I said today it finished fine so it's for me a random situation.
It's strange because this "item not made from stuff" -> assigning default" showed today when I've build embrasures. :D But then it just continued building and ended without errors.

would really like to see your output_log file for when that happens. If using windows,
The file is located within the folder /RimWorld914Win/RimWorld914Win_Data
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Flubbr on December 09, 2015, 03:07:49 PM
I got a small problem, i installed the modpack, ran the tools to create a shortcut but the mods do not load. Anyone who has the mod order so i can put it in manually?

Edit:
Nevermind i redownloaded the mods and put the savedata folder in fixing it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 09, 2015, 04:57:09 PM
Quote from: TLHeart on December 09, 2015, 02:02:57 PM
would really like to see your output_log file for when that happens. If using windows,
The file is located within the folder /RimWorld914Win/RimWorld914Win_Data

If It happens again I'll post it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Seloune on December 10, 2015, 04:43:24 PM
Hello  ;)

I have a problem with this great mod: I can't put any area farm, the grid doesn't appear when I clic and drag with my mouse.

I installed the mod as instruted by the readme (with the special shortcut) and my game is in english.

Thank you for your help and sorry for my bad english ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: convictvx on December 10, 2015, 04:51:09 PM
Quote from: Seloune on December 10, 2015, 04:43:24 PM
Hello  ;)

I have a problem with this great mod: I can't put any area farm, the grid doesn't appear when I clic and drag with my mouse.

I installed the mod as instruted by the readme (with the special shortcut) and my game is in english.

Thank you for your help and sorry for my bad english ;)

u need tilled soil to be able to make a farm plot. Or it is even called fertilized soil, sorry can't remember the exact name but i know it doesn't just works on normal dirt / grass, been a while i played this pack. I might wanna look into it again.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Seloune on December 11, 2015, 03:04:05 AM
Thank you for your help but I tested on this tilled type and the problem persists:

The good tilled:

(http://tof.canardpc.com/preview2/ff484936-5fee-4428-8fe1-e78daab68e1e.jpg) (http://tof.canardpc.com/view/ff484936-5fee-4428-8fe1-e78daab68e1e.jpg)

The grid doesn't appear:

(http://tof.canardpc.com/preview2/e4da051a-06b7-42d8-8b28-fe9cf00ec3ef.jpg) (http://tof.canardpc.com/view/e4da051a-06b7-42d8-8b28-fe9cf00ec3ef.jpg)

And bonus, I have this message  :o

(http://tof.canardpc.com/preview2/604016b0-2ea7-46a3-b050-09ed88d68c1d.jpg) (http://tof.canardpc.com/view/604016b0-2ea7-46a3-b050-09ed88d68c1d.jpg)

Oh and my OS is Win 10, maybe it can be the source of the problem...



Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 11, 2015, 03:39:58 AM
1) you need to BUILD tilled soil, it's under the food menu in the architect.
2) you shouldn't reload mods without reloading the game, this leads to all sorts of unexpected behaviour.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Seloune on December 11, 2015, 04:24:16 AM
Oh ok, I didn't understood it was on the menu... ::)

Everything works now, thank you very much!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 11, 2015, 08:05:50 AM
Quote from: Seloune on December 11, 2015, 04:24:16 AM
Oh ok, I didn't understood it was on the menu... ::)

Everything works now, thank you very much!
Glad you worked it out. :)
I added a lot of information to the first post now.
Hopefully new players can find out faster what is included in the modpack.
The same information is also available on the wiki on github for everybody to see. :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on December 11, 2015, 10:30:16 AM
Quote from: Grogfeld on December 09, 2015, 01:59:15 PM
Wait what? So you're the one that don't believe in Santa as well! ;)

I do though: http://i.telegraph.co.uk/multimedia/archive/02747/BADSANTA_2747800b.jpg

PS: eh, can't put spoilers in this forum?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Milso on December 11, 2015, 11:33:21 AM
When i uninstall and install a terraforming pump if it finished its job before uninstalling it does not work after installing again.
If i remove before it finishes it resumes where it left off instantly finishing up to that point at the new location.

also when making flour it takes 0.5 nutrition but wheat has none so it will not craft flour from wheat
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 11, 2015, 11:58:25 AM
Quote from: Milso on December 11, 2015, 11:33:21 AM
When i uninstall and install a terraforming pump if it finished its job before uninstalling it does not work after installing again.
If i remove before it finishes it resumes where it left off instantly finishing up to that point at the new location.

also when making flour it takes 0.5 nutrition but wheat has none so it will not craft flour from wheat
yes, I noticed both of these things. Will be fixed soon. Thanks for reporting it :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on December 12, 2015, 10:55:25 AM
By the way have you changed something on the gause wind turbine? Or maybe mine is somewhat odd. xD The animation that spins it plays most the time if its on the lowest of power gain with 300 only. ^o^ And thats sadly most of the time the building stands there, its so unefficient for my feeling. It almost never gives me over 3k power. :'( And for sure nothing is on the building so it have enough "free space".
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 12, 2015, 04:15:40 PM
I noticed a problem with Deep storages...I don't know if its a mod itself bug or ModVariety bug
When you store for example Marble chunks (any kind of chunks) in Deep Storage it stacks them as all other items on top of each other as it should...when you click on them you can see for example "Marble Chunks x130" meaning there is 130 stacked in that storage....so that is normal and the way it should be...but when you load the game here is where the problem happens....those stacked 130 are gone and its only 1 Marble Chunk in that storage....all stacked chunks are gone when you load up your game leaving 1 chunk in storage only


I also noticed problem (maybe a bug) with Hauling Bots.....they work fine once you get them they do their job and haul things...but later on in game they seem to keep wandering all the time instead of doing anything....I have lot of things to haul, none of the doors are locked, there is no restrictions on them, they are free to move anywhere but they just keep wandering in my canteen where all the tables are for eating all day long....its very annoying and makes them useless I barely ever see them work now....wandering most of the time even tho there is a lot of things waiting for hauling
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 12, 2015, 05:37:01 PM
just loaded up my world and this pops out....I can still play but I don't know what broke here

(http://i.imgur.com/jHLF3i7.png)

(http://i.imgur.com/fTSuIJR.png)

that last number 1881 next to "Exception drawing Human_Corpse488191" keeps increasing rapidly up I don't know when its suppose to stop I just exited
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 12, 2015, 06:46:56 PM
it keeps going up because it keeps erroring every tick, incidentally this is part of the reason logs are better than screenshots; if there are multiple different errors they get pushed off the screen (not so much a problem if its only one error, you'll just get a higher number.)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Grogfeld on December 12, 2015, 06:59:07 PM
I hate this kind of bugs. Last time I had "Exception drawing chicken_corps...". Had to destroy every thing with dev tool to find this chicken and i had 30 chickens. From that time I don't make chicken farms. :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 12, 2015, 07:15:06 PM
Quote from: NemesisN on December 12, 2015, 04:15:40 PM
I noticed a problem with Deep storages...I don't know if its a mod itself bug or ModVariety bug
When you store for example Marble chunks (any kind of chunks) in Deep Storage it stacks them as all other items on top of each other as it should...when you click on them you can see for example "Marble Chunks x130" meaning there is 130 stacked in that storage....so that is normal and the way it should be...but when you load the game here is where the problem happens....those stacked 130 are gone and its only 1 Marble Chunk in that storage....all stacked chunks are gone when you load up your game leaving 1 chunk in storage only


I also noticed problem (maybe a bug) with Hauling Bots.....they work fine once you get them they do their job and haul things...but later on in game they seem to keep wandering all the time instead of doing anything....I have lot of things to haul, none of the doors are locked, there is no restrictions on them, they are free to move anywhere but they just keep wandering in my canteen where all the tables are for eating all day long....its very annoying and makes them useless I barely ever see them work now....wandering most of the time even tho there is a lot of things waiting for hauling

bots can only haul if there is space to haul the item to. Also the item to be hauled, and the storage area must be part of their allowed zone.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 12, 2015, 07:17:05 PM
need the game file and the debug log to get to your root problem nemisisN.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 12, 2015, 07:21:59 PM
Quote from: TLHeart on December 12, 2015, 07:15:06 PM
bots can only haul if there is space to haul the item to. Also the item to be hauled, and the storage area must be part of their allowed zone.

there is space to haul, there is items to be hauled, nothing is not allow on areas for bot
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 12, 2015, 07:25:10 PM
Quote from: TLHeart on December 12, 2015, 07:17:05 PM
need the game file and the debug log to get to your root problem nemisisN.

I posted debug log as a screenshot...Is there another way to extract the debug log from the game as a text format or something to send it or I need to post my entire save data ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 12, 2015, 08:39:20 PM
I tried clearing up the bodies from the Raid outside with dev tools Clear area 21x21 but it does not help....I got new set of error on debug log

it also displays error about bot not hauling things here

(http://i.imgur.com/smgvnPb.png)

(http://i.imgur.com/RNC6TTd.png)

when I click on this specific area with my mouse sceen goes like this....but when I press Architect button it goes back to normal

(http://i.imgur.com/IVaK6Ze.png)



I don't know what is going on if anyone is interested into helping finding the problem here here is my SaveData file: https://www.dropbox.com/s/byg27h49e9d5g9h/SaveData.zip?dl=0 (https://www.dropbox.com/s/byg27h49e9d5g9h/SaveData.zip?dl=0)

NOTE: I am also using Turret Collection mod with this mod...if you don't place this mod in the game will not work for you (Turret Collection does not give me any problems with this mod pack....I think it has nothing to do with this problem right now)

Here is the download link of Turret Collection mod: https://www.dropbox.com/s/exwy941fie514n1/Turret%20Collection_A12.zip?dl=0 (https://www.dropbox.com/s/exwy941fie514n1/Turret%20Collection_A12.zip?dl=0)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 12, 2015, 10:11:23 PM
Well NemesisN, you have added mods to the modpack, so you are on your own. Adding any other mods to the modpack can cause unexpected problems.

Outputlog is located in the folder /rimworld914win/rimworld914_data/

It is a text file with information to locate what is the problem...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 12, 2015, 10:22:08 PM
Quote from: TLHeart on December 12, 2015, 10:11:23 PM
Well NemesisN, you have added mods to the modpack, so you are on your own. Adding any other mods to the modpack can cause unexpected problems.

Outputlog is located in the folder /rimworld914win/rimworld914_data/

It is a text file with information to locate what is the problem...

I added 1 mod only and I don't think that this mod causes any problems at all because I used it in older versions of this modpack and it did not cause me trouble....also I don't see any error indicating that Turret Collection is causing any problems but errors that indicate something about bots and human corpses

Here is my output_log: https://www.dropbox.com/s/qa9qmofz1ztwtgu/output_log.txt?dl=0 (https://www.dropbox.com/s/qa9qmofz1ztwtgu/output_log.txt?dl=0)

you can check it out if you want to
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: joshwoo69 on December 12, 2015, 11:14:31 PM
simon-82 i have a request :
can you add fluffy's Colony manager to the modpack? Thanks :)
ps. i have it as an addition mod. it is good!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 12, 2015, 11:24:27 PM
Quote from: NemesisN on December 12, 2015, 10:22:08 PM
Quote from: TLHeart on December 12, 2015, 10:11:23 PM
Well NemesisN, you have added mods to the modpack, so you are on your own. Adding any other mods to the modpack can cause unexpected problems.

Outputlog is located in the folder /rimworld914win/rimworld914_data/

It is a text file with information to locate what is the problem...

I added 1 mod only and I don't think that this mod causes any problems at all because I used it in older versions of this modpack and it did not cause me trouble....also I don't see any error indicating that Turret Collection is causing any problems but errors that indicate something about bots and human corpses

Here is my output_log: https://www.dropbox.com/s/qa9qmofz1ztwtgu/output_log.txt?dl=0 (https://www.dropbox.com/s/qa9qmofz1ztwtgu/output_log.txt?dl=0)

you can check it out if you want to

Adding mods can always cause problems, that is why modpacks are difficult to make.

Now if you would like help fixing your save, I have found the problem, you had a dead corpse in an MD storage unit. I had to delete the storage unit, and the corpse,  was a colonist corpse. That is where all the other errors were coming from, including the hauling bots. The bots were trying to haul the corpse, but could not, due to the corruption.

The now deleted md storage unit is at the bottom of the hallway with all the stone cutting table.

Attached you will find the fixed save.

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: wakko151 on December 13, 2015, 12:07:07 AM
It makes a save file on my desktop but it doesn't read from that save file. It does not save at all. I followed the instructions. Tryed to deviate. Tryed to redirect. Nothing works. I am sad now.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 13, 2015, 08:52:59 AM
I'm gonna try this modpack instead of Hardcore SK for now. First impression was nice!
Anyways, adding the Storage Search mod to to MVP would be great :) That little tweak should be hardcoded to vanilla.

https://ludeon.com/forums/index.php?topic=16658.msg179978#msg179978
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 13, 2015, 09:22:18 AM
Quote from: TLHeart on December 12, 2015, 11:24:27 PM
Quote from: NemesisN on December 12, 2015, 10:22:08 PM
Quote from: TLHeart on December 12, 2015, 10:11:23 PM
Well NemesisN, you have added mods to the modpack, so you are on your own. Adding any other mods to the modpack can cause unexpected problems.

Outputlog is located in the folder /rimworld914win/rimworld914_data/

It is a text file with information to locate what is the problem...

I added 1 mod only and I don't think that this mod causes any problems at all because I used it in older versions of this modpack and it did not cause me trouble....also I don't see any error indicating that Turret Collection is causing any problems but errors that indicate something about bots and human corpses

Here is my output_log: https://www.dropbox.com/s/qa9qmofz1ztwtgu/output_log.txt?dl=0 (https://www.dropbox.com/s/qa9qmofz1ztwtgu/output_log.txt?dl=0)

you can check it out if you want to

Adding mods can always cause problems, that is why modpacks are difficult to make.

Now if you would like help fixing your save, I have found the problem, you had a dead corpse in an MD storage unit. I had to delete the storage unit, and the corpse,  was a colonist corpse. That is where all the other errors were coming from, including the hauling bots. The bots were trying to haul the corpse, but could not, due to the corruption.

The now deleted md storage unit is at the bottom of the hallway with all the stone cutting table.

Attached you will find the fixed save.

thank you for finding the problem

if I understood you right that is the same MD storage I guess where when I click on it the game screen brakes as I showed in screenshot....ok I will try deleting that, also did you delete it with dev clear tools or just regular deconstruction ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ( Tchey ) on December 13, 2015, 09:53:43 AM
Hello,

I searched the word "linux" in all 23 pages, found nothing.

Is it possible to install this mod on Linux ?

Thanks
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 13, 2015, 10:44:34 AM
Quote from: NemesisN on December 13, 2015, 09:22:18 AM


Adding mods can always cause problems, that is why modpacks are difficult to make.

Now if you would like help fixing your save, I have found the problem, you had a dead corpse in an MD storage unit. I had to delete the storage unit, and the corpse,  was a colonist corpse. That is where all the other errors were coming from, including the hauling bots. The bots were trying to haul the corpse, but could not, due to the corruption.

The now deleted md storage unit is at the bottom of the hallway with all the stone cutting table.

Attached you will find the fixed save.

thank you for finding the problem

if I understood you right that is the same MD storage I guess where when I click on it the game screen brakes as I showed in screenshot....ok I will try deleting that, also did you delete it with dev clear tools or just regular deconstruction ?
[/quote]

NO the dev tools will not fix it, you will have to EDIT the save file. That is why I attached the fixed save file to my post. And yes that is also what was causing your graphic glitch.

The save file is corrupted on the human corpse, and no way in game to fix it.

Want to fix it yourself, open the save file, search for the human corpse# that is throwing the error, delete the entire <thing> definition, along with the bugged storage unit at the same location.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 13, 2015, 11:33:15 AM
oh ok I did not noticed the attached save file...will check it out now
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 13, 2015, 11:38:07 AM
worked great...no errors....I will be earful with the MD storages from now on....I must have forgot to edit the storage settings to not store corpses in that one


thanks for the time and help....appreciate it
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 13, 2015, 02:57:22 PM
MD2Storage option to store corpses has to be remove because it brakes the game or at least that all storage options are set up as "X" by default instead of green checked mark once you build up deep storage

I already posted on Mechanical Defense where MD2Storage was taken off about this problem so hopefully they will update it....if you can simon try to update it yourself.....if possible fix the chunk stacking problem also being removed once you load up your world

other then that you just need to watch to avoid storing corpses in deep storages until someone fixes this
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 13, 2015, 06:06:20 PM
Quote from: ( Tchey ) on December 13, 2015, 09:53:43 AM
Hello,

I searched the word "linux" in all 23 pages, found nothing.

Is it possible to install this mod on Linux ?

Thanks
No reason it shouldn't work, let us know what happens! :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: wakko151 on December 13, 2015, 08:57:26 PM
The game does not save. Is there a location I am supposed to put the RImworld folder itself to get it to path correctly to the saves?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Poetx on December 13, 2015, 08:59:18 PM
 Well I've run into a brick wall. Cant find/make a well for water and no where can I find any instruction on how to do so.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 13, 2015, 09:24:28 PM
Quote from: Poetx on December 13, 2015, 08:59:18 PM
Well I've run into a brick wall. Cant find/make a well for water and no where can I find any instruction on how to do so.

there is a help tab, type well in the box, and it will give you the information you are looking for. Takes agriculture III, to unlock the well, then you have to build the well with 400 blocks.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 13, 2015, 09:39:14 PM
Quote from: wakko151 on December 13, 2015, 08:57:26 PM
The game does not save. Is there a location I am supposed to put the RImworld folder itself to get it to path correctly to the saves?

The savedata folder needs to be a sub folder of the rimworld914win folder.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Poetx on December 13, 2015, 10:55:57 PM
Quote from: TLHeart on December 13, 2015, 09:24:28 PM
Quote from: Poetx on December 13, 2015, 08:59:18 PM
Well I've run into a brick wall. Cant find/make a well for water and no where can I find any instruction on how to do so.

there is a help tab, type well in the box, and it will give you the information you are looking for. Takes agriculture III, to unlock the well, then you have to build the well with 400 blocks.

Well I thought I had looked in the help section, I might have searched for water bucket instead but yep there it was, ag 3 which I am already researching.  :)

Now, how do i keep all the visitors from heading straight into my barn to slowly go crazy from lack of food which they have on them. I have setup tables and chairs and made them all kinds of food but all they do is pace back and forth, go crazy and start killing all my animals.

  Thanks
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 14, 2015, 02:17:43 AM
Quote from: Poetx on December 13, 2015, 10:55:57 PM
Quote from: TLHeart on December 13, 2015, 09:24:28 PM
Quote from: Poetx on December 13, 2015, 08:59:18 PM
Well I've run into a brick wall. Cant find/make a well for water and no where can I find any instruction on how to do so.

there is a help tab, type well in the box, and it will give you the information you are looking for. Takes agriculture III, to unlock the well, then you have to build the well with 400 blocks.

Well I thought I had looked in the help section, I might have searched for water bucket instead but yep there it was, ag 3 which I am already researching.  :)

Now, how do i keep all the visitors from heading straight into my barn to slowly go crazy from lack of food which they have on them. I have setup tables and chairs and made them all kinds of food but all they do is pace back and forth, go crazy and start killing all my animals.

  Thanks

you can't. the visitors will head for the largest room. You can set up improve relations with them so the wardens chat them up, which will stop them from going crazy most of the time.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: willow512 on December 14, 2015, 04:02:16 AM
Quote from: TLHeart on December 14, 2015, 02:17:43 AM
you can't. the visitors will head for the largest room. You can set up improve relations with them so the wardens chat them up, which will stop them from going crazy most of the time.
And occasionally convince one to join your colony.. If you keep mindful of your relation to that colony you might even get away with it without antagonizing anyone!

A really cool feature for those of us who like to play basebuilder. ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Martiniator on December 14, 2015, 07:27:44 AM
I tried installing this modpack, but whenever I run setup_modvarietypack (to create the shortcut) it says there is no proper modsconfig found, and that I have to make sure I copied everything from the zip file correctly. I followed the installation instructions, so I should have done that correctly.

I'm a bit lost here, I feel I'm missing something, but I don't know what.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Edeal on December 14, 2015, 11:55:11 AM
Same here for me.

I've downloaded the modvarietypack.zip and unzipped it in my gamefolder and then clicked on the setup which gave me the same message "no proper modsconfig found".

Any ideas ?


Edit : I finally uninstall the game and now it works with a new clean installation
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 14, 2015, 01:16:33 PM
Quote from: Edeal on December 14, 2015, 11:55:11 AM
Same here for me.

I've downloaded the modvarietypack.zip and unzipped it in my gamefolder and then clicked on the setup which gave me the same message "no proper modsconfig found".

Any ideas ?


Edit : I finally uninstall the game and now it works with a new clean installation

Actually I did the same, got a completely new install, received the same error. The trick is to copy the modconfig file from the MVP zip\Savedata\Config to the \AppData\LocalLow\Ludeon Studios\Rimworld\Config and overwrite the original file. That's what the setup exe in my opinion does. This worked for me :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 14, 2015, 02:22:13 PM
Quote from: Martiniator on December 14, 2015, 07:27:44 AM
I tried installing this modpack, but whenever I run setup_modvarietypack (to create the shortcut) it says there is no proper modsconfig found, and that I have to make sure I copied everything from the zip file correctly. I followed the installation instructions, so I should have done that correctly.
I'm a bit lost here, I feel I'm missing something, but I don't know what.
Quote from: Edeal on December 14, 2015, 11:55:11 AM
Same here for me.
I've downloaded the modvarietypack.zip and unzipped it in my gamefolder and then clicked on the setup which gave me the same message "no proper modsconfig found".
Any ideas ?
Edit : I finally uninstall the game and now it works with a new clean installation
Quote from: cst89 on December 14, 2015, 01:16:33 PM
Actually I did the same, got a completely new install, received the same error. The trick is to copy the modconfig file from the MVP zip\Savedata\Config to the \AppData\LocalLow\Ludeon Studios\Rimworld\Config and overwrite the original file. That's what the setup exe in my opinion does. This worked for me :)


Jeez...
The setup file should make life easier for you to get the modpack running. Not harder...

Installation instructions for windows (the setup file is only for win) are on the wiki.
Again:
- Open up the downloaded ModPack .zip file.
- Open the ModVarietyPack-x.xx folder
- Extract everything in there to your gamefolder (2 folders (Mods + SaveData) and 2 files (readme + setup file)

I highlighted the second bit there. Is that what you missing?
I kinda don't know how I can explain this more.
There is a Mods folder and a SaveData folder and the setup file.
All 3 go into the folder you installed the game in.
When you extracted everything in there, the setup file should run without any error.

Could you three guys try to follow my steps exactly and tell me if this works please? Thanks!
I tested this several times on my pc and it does work for me. 
If possible, can you also tell me your windows version and the path you installed the game in?

Got almost all the other issues fixed. Update soon.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: CrazyChris on December 14, 2015, 02:47:27 PM
Install the mod into the MAIN Rimworld folder, not the subfolder like the mods one.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 14, 2015, 03:11:28 PM
simon-82 Well I think that's exactly what I did two times, I followed the Wiki installation guide.
If I am correct, my gamefolder should look like this after the extraction?
(http://i64.tinypic.com/28m2yyr.jpg)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 14, 2015, 03:25:17 PM
Quote from: cst89 on December 14, 2015, 03:11:28 PM
simon-82 Well I think that's exactly what I did two times, I followed the Wiki installation guide.
If I am correct, my gamefolder should look like this after the extraction?
(http://i64.tinypic.com/28m2yyr.jpg)
Yes, looks like mine. And the setup file does not work?
Windows version?
What is the path of that folder?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 14, 2015, 03:37:31 PM
Win 8.1. x64
Path: (C):\Games\Rimworld\RimWorld914Win\
Used the 7-zip for extraction, then just copied the folder content into the gamefolder.

Maybe it has something to do with a previous copy installed on my PC with another modpack? Although it was deleted from the drive before executing a clean installation of Rimworld and then MVP, including everything from my LocalLow folder...

(Totally offtopic question: How to cook or butcher the Blueblade fish in your mod? Can't figure out :( ) Thanks!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 14, 2015, 03:45:37 PM
there is no Power armor and power helmet to craft (the default ones from vanilla)....just a light power armor and light power helmet which is weak....I also noticed some guns can't be crafted like LMG (Light Machine Gun)....all these things you can select with Prepare Carefully option before start but you can't craft them in game

All research has been done to the full
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 14, 2015, 03:46:31 PM
Quote from: cst89 on December 14, 2015, 03:37:31 PM
Win 8.1. x64
Path: (C):\Games\Rimworld\RimWorld914Win\

Maybe it has something to do with a previous copy installed on my PC with another modpack? Although it was deleted from the drive before executing a clean installation of Rimworld and then MVP, including everything from my LocalLow folder...

(Totally offtopic question: How to cook or butcher the Blueblade fish in your mod? Can't figure out :( ) Thanks!
Hm, what the heck? Should work without issue.
I have the game in a much deeper path than you and run win10 pro x64.
Works just fine for me.
I have multiple copies on my pc, no issues with this. No need to do anything with locallow folder.
All the script does, it looks for "currentfolder"/SaveData/Config/ModsConfig.xml
Then it looks for the "currentfolder"/Mods/ModVarietyPack folder.
If both are there, it creates a shortcut. If not = error.

Are you maybe programming a lot? (Have you messed a lot with your environment variables?)

You can butcher the fish at the food prep table.


Quote from: NemesisN on December 14, 2015, 03:45:37 PM
there is no Power armor and power helmet to craft (the default ones from vanilla)....just a light power armor and light power helmet which is weak....I also noticed some guns can't be crafted like LMG (Light Machine Gun)....all these things you can select with Prepare Carefully option before start but you can't craft them in game

All research has been done to the full
Yep, this is on purpose. There are other powerful armors / weapons for you to craft.
No need to have everything craftable. Because a) the lists on the benches get too long / cluttered b) enjoyment of finding something cool from raiders / traders
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 14, 2015, 04:03:04 PM
No, I'm not a programmer at all. There was no problem with the extraction, if you mean the length of the folder name. I thought the exe actually alters the LocalLow folder and replaces the old modconfig with the MVP one (from the SaveData folder). That's how the other mods I used before worked, I thought yours does the same.

So I repeated the test:
Deleted the LocalLow folder to make sure it has no previous data. Made Vanilla installation of the Rimworld to the drive (actually copied a prepared vanilla installation on my drive), launched vanilla game once, just changed the Language in the menu to English and closed the game. Default Rimworld config folder in LocalLow was generated. Then I downloaded a new MVP 1.21.zip from github. Extracted the file with 7zip to my desktop. Content of the folder was copied directly to the gamefolder. Launched the exe and got this error:

(http://i67.tinypic.com/33278zc.jpg)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Osiris on December 14, 2015, 04:15:27 PM
Does Mods\ModVarietyPack exist?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 14, 2015, 04:22:59 PM
Quote from: Osiris on December 14, 2015, 04:15:27 PM
Does Mods\ModVarietyPack exist?
You mean in my installation? Of course, it was part of the content extracted from MVP 1.21 zip.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 14, 2015, 04:27:40 PM
Quote from: cst89 on December 14, 2015, 04:03:04 PM
No, I'm not a programmer at all. There was no problem with the extraction, if you mean the length of the folder name. I thought the exe actually alters the LocalLow folder and replaces the old modconfig with the MVP one (from the SaveData folder). That's how the other mods I used before worked, I thought yours does the same.

So I repeated the test:
Deleted the LocalLow folder to make sure it has no previous data. Made Vanilla installation of the Rimworld to the drive (actually copied a prepared vanilla installation on my drive), launched vanilla game once, just changed the Language in the menu to English and closed the game. Default Rimworld config folder in LocalLow was generated. Then I downloaded a new MVP 1.21.zip from github. Extracted the file with 7zip to my desktop. Content of the folder was copied directly to the gamefolder. Launched the exe and got this error:
Thanks for doing this. It helps me finding the error.
I have a first idea. No way to test it for me, as the script runs fine on my pc.
You are doing everything right.
Can you try and run the script I attached here for me? Just put it in the folder you have now and run it. I just added one line for now. Not sure if it changes anything. If it still is doing the same as before, I need to change more


[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 14, 2015, 04:35:37 PM
No problem, thanks for solving that. The new script works great :) However I got a security warning by Win that stopped the application from running, had to force it.

http://i67.tinypic.com/zwzvqg.jpg
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 14, 2015, 04:51:51 PM
Quote from: cst89 on December 14, 2015, 04:35:37 PM
No problem, thanks for solving that. The new script works great :) However I got a security warning by Win that stopped the application from running, had to force it.
http://i67.tinypic.com/zwzvqg.jpg
That is actually what I expected. Was a security issue. Some features the script uses seem to be blocked by some windows versions / configurations it seems.
I added a line that gives the script more control so it can do what it wants to do.
Which is actually not that fancy lol: "Write a file in a folder where you are".
But windows says: "No! You are not allowed to write anything here!"
Sigh...

Glad it works for you now. I will include the updated script in the next release.
Hopefully that fixes the issues other are having, too :)

Oh btw, don't forget to exit, restart the game after you launched it the first time with the new shortcut. The modconfig has changed, so needs a restart to make all mods work.
It's the last step (also written in the wiki to do that).
Again, thanks for helping :)

And to make it more clear to you why I have this script:
It makes this shortcut to change the save location of the game.
All your worlds/savegames/mod data (for autosell / PrepareCarefully)
for ModVarietyPack get saved to the new location inside SaveData (NOT .../LocalLow) now.
A huge benefit in that is that if you would start the game with the usual .exe file (not the shortcut) you get loaded in a vanilla version of the game without mods.
This vanilla version saves its' savegames/worlds... to .../LocalLow.
So you can choose to play the modpack OR vanilla. And both work and have their own savegames/worlds :)

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Devilsgamer666 on December 14, 2015, 11:33:24 PM
I do apologize if this has been asked before.
where can I find the research, the sleep/work/joy assignment tab, and the gear assignment tab be found?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 15, 2015, 01:00:17 AM
Quote from: Devilsgamer666 on December 14, 2015, 11:33:24 PM
I do apologize if this has been asked before.
where can I find the research, the sleep/work/joy assignment tab, and the gear assignment tab be found?

look at the bottom of the screen when you play

all tabs are at bottom
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: DracoDS on December 15, 2015, 03:39:03 AM
For whatever reason I am having to add the mods manually to the load section. Anytime I try to load Combat Realism it causes it to corrupt and unload all the mods. Any ideas?


Nevermind, I'm just dumb. Forgot I didn't exit before loading the other mods... Durrr...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Devilsgamer666 on December 15, 2015, 03:42:08 AM
Quote from: NemesisN on December 15, 2015, 01:00:17 AM
Quote from: Devilsgamer666 on December 14, 2015, 11:33:24 PM
I do apologize if this has been asked before.
where can I find the research, the sleep/work/joy assignment tab, and the gear assignment tab be found?

look at the bottom of the screen when you play

all tabs are at bottom

as you can see in the attached screenshot there is no option for said tabs


[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 15, 2015, 04:18:00 AM
interesting, can you post an output_log? It's in <RW dir>/RimWorld914_WinData/output_log.txt
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Martiniator on December 15, 2015, 10:33:09 AM
Quote from: simon-82 on December 14, 2015, 04:27:40 PM
Quote from: cst89 on December 14, 2015, 04:03:04 PM
No, I'm not a programmer at all. There was no problem with the extraction, if you mean the length of the folder name. I thought the exe actually alters the LocalLow folder and replaces the old modconfig with the MVP one (from the SaveData folder). That's how the other mods I used before worked, I thought yours does the same.

So I repeated the test:
Deleted the LocalLow folder to make sure it has no previous data. Made Vanilla installation of the Rimworld to the drive (actually copied a prepared vanilla installation on my drive), launched vanilla game once, just changed the Language in the menu to English and closed the game. Default Rimworld config folder in LocalLow was generated. Then I downloaded a new MVP 1.21.zip from github. Extracted the file with 7zip to my desktop. Content of the folder was copied directly to the gamefolder. Launched the exe and got this error:
Thanks for doing this. It helps me finding the error.
I have a first idea. No way to test it for me, as the script runs fine on my pc.
You are doing everything right.
Can you try and run the script I attached here for me? Just put it in the folder you have now and run it. I just added one line for now. Not sure if it changes anything. If it still is doing the same as before, I need to change more
I have done exactly the same thing as cst89, and ran the script you provided. It didn't work for me, I still got the same error. My computer runs on Windows 10 x64.

I have very, very basic knowledge of programming. As far as I can tell from the script, it should continue after it found modsconfig.xml. Instead it continues on to the else part and says it hasn't found a proper modsconfig. That is the part I don't understand. Why say it found the file and after that say it hasn't found it?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Devilsgamer666 on December 15, 2015, 10:50:44 AM
Quote from: Fluffy (l2032) on December 15, 2015, 04:18:00 AM
interesting, can you post an output_log? It's in <RW dir>/RimWorld914_WinData/output_log.txt

I assume you where talking to me
sorry if your not


[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 15, 2015, 11:58:50 AM
Quote from: Martiniator on December 15, 2015, 10:33:09 AM
I have done exactly the same thing as cst89, and ran the script you provided. It didn't work for me, I still got the same error. My computer runs on Windows 10 x64.
Can you try running this script I attached?
I removed the else statements and replaced them with a "goto line" approach.
I seriously don't know why it can't parse a simple if-else statement for some of you guys...


[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 15, 2015, 12:37:10 PM
Quote from: Devilsgamer666 on December 15, 2015, 03:42:08 AM
Quote from: NemesisN on December 15, 2015, 01:00:17 AM
Quote from: Devilsgamer666 on December 14, 2015, 11:33:24 PM
I do apologize if this has been asked before.
where can I find the research, the sleep/work/joy assignment tab, and the gear assignment tab be found?

look at the bottom of the screen when you play

all tabs are at bottom

as you can see in the attached screenshot there is no option for said tabs

I suspect that the options in EdB interface were changed, that allow the removal of tabs from the interface. Here is a screen shot of what I am talking about.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/12341380_1063839110314115_4341329493667402431_n.jpg?oh=50063b131693f237274f216a7ef8a647&oe=572037B8)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 15, 2015, 01:53:40 PM
simon-82 you have a bug with MD2Storage

it should not be set up as default to check mark (allowed) storing all once its build it should be "X" as default
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Martiniator on December 15, 2015, 02:27:55 PM
Quote from: simon-82 on December 15, 2015, 11:58:50 AM
Quote from: Martiniator on December 15, 2015, 10:33:09 AM
I have done exactly the same thing as cst89, and ran the script you provided. It didn't work for me, I still got the same error. My computer runs on Windows 10 x64.
Can you try running this script I attached?
I removed the else statements and replaced them with a "goto line" approach.
I seriously don't know why it can't parse a simple if-else statement for some of you guys...
Thank you! It works now. I have no idea what caused the earlier errors, but now it works fine!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 15, 2015, 02:57:55 PM
Quote from: NemesisN on December 15, 2015, 01:53:40 PM
simon-82 you have a bug with MD2Storage
it should not be set up as default to check mark (allowed) storing all once its build it should be "X" as default
I read all your comments, even though I haven't answered you on this one. I found the issue and fixed it already. You can also look forward to a new texture I made for this thing. The old one I didn't like so much. Update soon. Be patient :)


Quote from: Martiniator on December 15, 2015, 02:27:55 PM
Thank you! It works now. I have no idea what caused the earlier errors, but now it works fine!
Really? Oh great! Now if @cst89 could also try this one? That would be great.
I will use this version then in the next release :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on December 15, 2015, 03:26:02 PM
great to hear that

loving this mod pack so far
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Traper on December 15, 2015, 04:07:51 PM
Loving the mod pack Simon it's realy fun, but I have one question, do you plan to add Zombie Mod to your modpack or do you find it unbalanced and not fitting?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 15, 2015, 06:02:18 PM
Quote from: simon-82 on December 15, 2015, 02:57:55 PM
Quote from: Martiniator on December 15, 2015, 02:27:55 PM
Thank you! It works now. I have no idea what caused the earlier errors, but now it works fine!
Really? Oh great! Now if @cst89 could also try this one? That would be great.
I will use this version then in the next release :)

I have tried the new script, it works well, except the same Windows security warning. By the way is it supposed to create a desktop shortcut? Because it does not create any.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Edeal on December 15, 2015, 06:24:05 PM
Hi again, I think I encounter a little problem because it takes ages to launch the game since I use the ModVarietyPack.
Like several black screen minutes before it finaly becomes possible to play.

Any ideas ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 15, 2015, 06:51:55 PM
Quote from: cst89 on December 15, 2015, 06:02:18 PM
I have tried the new script, it works well, except the same Windows security warning. By the way is it supposed to create a desktop shortcut? Because it does not create any.
Good! It creates the shortcut in the rimworld folder. You can move that to whereever you want though :)


Quote from: Edeal on December 15, 2015, 06:24:05 PM
Hi again, I think I encounter a little problem because it takesages to launch the game since I use the ModVarietyPack.
Like several black screen minutes before it finaly becomes possible to play.
Any ideas ?
It sure takes longer than vanilla. It has to load all the mods, so it depends on your computer.


Quote from: Traper on December 15, 2015, 04:07:51 PM
Loving the mod pack Simon it's realy fun, but I have one question, do you plan to add Zombie Mod to your modpack or do you find it unbalanced and not fitting?
Never tried the zombie mod. Does it have a storyteller or something so you can select if you want to play zombie mode or not?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Devilsgamer666 on December 15, 2015, 08:05:50 PM
Quote from: TLHeart on December 15, 2015, 12:37:10 PM
Quote from: Devilsgamer666 on December 15, 2015, 03:42:08 AM
Quote from: NemesisN on December 15, 2015, 01:00:17 AM
Quote from: Devilsgamer666 on December 14, 2015, 11:33:24 PM
I do apologize if this has been asked before.
where can I find the research, the sleep/work/joy assignment tab, and the gear assignment tab be found?
Yes that was the problem, thanks for helping me.

look at the bottom of the screen when you play

all tabs are at bottom

as you can see in the attached screenshot there is no option for said tabs

I suspect that the options in EdB interface were changed, that allow the removal of tabs from the interface. Here is a screen shot of what I am talking about.

(https://scontent-sea1-1.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/12341380_1063839110314115_4341329493667402431_n.jpg?oh=50063b131693f237274f216a7ef8a647&oe=572037B8)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 15, 2015, 08:06:54 PM
Quote from: simon-82 on December 15, 2015, 06:51:55 PM
Quote from: cst89 on December 15, 2015, 06:02:18 PM
I have tried the new script, it works well, except the same Windows security warning. By the way is it supposed to create a desktop shortcut? Because it does not create any.
Good! It creates the shortcut in the rimworld folder. You can move that to whereever you want though :)


Quote from: Edeal on December 15, 2015, 06:24:05 PM
Hi again, I think I encounter a little problem because it takesages to launch the game since I use the ModVarietyPack.
Like several black screen minutes before it finaly becomes possible to play.
Any ideas ?
It sure takes longer than vanilla. It has to load all the mods, so it depends on your computer.


Quote from: Traper on December 15, 2015, 04:07:51 PM
Loving the mod pack Simon it's realy fun, but I have one question, do you plan to add Zombie Mod to your modpack or do you find it unbalanced and not fitting?
Never tried the zombie mod. Does it have a storyteller or something so you can select if you want to play zombie mode or not?

sorry no, zombie mod just adds another faction called zombies, and a mechanic that brings the dead back to life. They wander around in groups, and attack, and never retreat. 

Please no zombies in the mod pack.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on December 15, 2015, 08:12:00 PM
If this is the zombie mod they are talking about: https://ludeon.com/forums/?topic=3635.0

then I am a little wary as from my experience it will only take a little effort to extend zombification to the other races (norbals) but I have never played long enough to reach the apocalypse stage where all corpses reanimate and I have no clue what the changes to combat would do on top of that.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on December 15, 2015, 09:20:53 PM
Sorry if this sounds like a stupid question, but I made a pier and it has no crafting options / bills, where would I go about making a fishing rod or harpoon?

EDIT: Nevermind, found it in the weapon crafting station.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on December 16, 2015, 01:13:00 AM
I somewhat dont like the idea for zombies in rimworld. :-\ But if more like it with them i dont want to stay in the way. :D

And if the zombie mod will revive all corpses would that not destroy the entire meat-produktion? o.o Or only human-like corpses?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on December 16, 2015, 02:54:24 AM
Quote from: Kitsune on December 16, 2015, 01:13:00 AM
And if the zombie mod will revive all corpses would that not destroy the entire meat-produktion? o.o Or only human-like corpses?

Sorry, I wasn't very clear.
As far as I know only human race (and if you mod it in then also other humanoid races like the norbals) are effected. I don't think the zombie virus can spread to animals even in the airborne stage.

Initially the infection is transfered from zombies that show up in a raid and will attack your colonists, any other faction on the map and possibly also animals. When they bite a human the injured body part gets infected and you have to cut it off before they die.
This part I enjoyed.

Later on an event starts where any pawn of suitable race that is killed will rise again as a zombie and I believe also all buried pawns of those races will also rise up. This event never ends which I think is too intrusive for the modpack and I am not certain but I think it is meant to be the end of the colony.

I think there is some interesting ideas if we could tune things or find a similar mod to have the zombie/rabid colonist behaviour without having the zombie survival endgame 'gamemode' forced on people.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Syllca on December 16, 2015, 03:37:32 AM
Re: [A12d] [MODPACK] Hardcore SK global project 2.4b: Syndicate (05/12/15)
« Reply #1451 on: Today at 03:36:43 AM »

Hi

I have a problem running fashion. I am doing everything as it should, in accordance with the guides ... and nothing ... MOD does not work, I don't have any change, there is no reaction. Anyone can help?

Sry for my Eng...

My version is 12 d 0.12.914
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheNewTeddy on December 16, 2015, 09:23:54 AM
Is there any way I can edit the AI Storytellers?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 16, 2015, 10:58:30 AM
v.1.22 is released (download from here (https://github.com/simon-82/ModVarietyPack/releases) as usual) :)

Included are fixes for the stuff you have reported, more balancing and 2 new mods.
Enjoy :)

Changelog:
- Revert: TerraformingPump can't be uninstalled (reduced cost to compensate)
- Revert: Flour recipe no longer based on nutrition values
- Changed: Most norbal weapons slightly nerfed, Norbal Hammer has longer cooldown + is less accurate
- Changed: Basic storage available earlier
- Changed: Research costs rebalance
- Changed: Weapon crafting rebalance (see added high accuracy weapons)
- Changed: MechanoidTerraformer Incident is less likely, occurs later
- Fixed: Prosthetics/Bionics can now also be installed on Norbals
- Fixed: Prosthetics/Bionics giving "made from stuff" error
- Fixed: Missing recipes for installing natural stomach/leg
- Fixed: DeepStorage: Modified allowed storage settings + made new texture and shadow
- Enhancement: Grass can be grown now
- Enhancement: Setup script compatibility improvement
- Added: StorageSearch
- Added: High accuracy assault rifles, rifles, sniper rifles
- Added: ColonyManager
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: silverskin on December 16, 2015, 02:51:16 PM
How do I change the wall texture for glass windows? Really not keen on the one in the pack. Also, any chance of putting in concrete walls?

Liking it so far.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: JimmyAgnt007 on December 16, 2015, 03:02:33 PM
I tried this a few weeks ago but kept getting crashes.  What I was able to play I really liked.  Going to try the new version.
Title: Re: [A12d][ModPack] The ModVarietyPack centipede.
Post by: Great on December 16, 2015, 06:15:51 PM
Uh.They are broken(centipede) and antifun man.wtf is this.Pinpoint accuracy and so much dmg&burst.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on December 17, 2015, 12:26:15 AM
As far as I can tell mechs are supposed to be overpowered because of combat realism, you essentially need to have a decoy who sits behind a high health wall while other people toss grenades at it, if it stops firing make sure it initiates its attack against your decoy again. It being a minigun with such a long range though (considering the centipede is a fucking tank) is pretty lame though.

I need to know though, is there a way to replace or repair a colonists shoulder? I've tried looking for a harvest option, but I can't harvest shoulders. I also can't attach arms (I only mention this because Ultimate Overhaul let you fix shoulders by replacing arms, you could also make artificial bones with plasteel to fix shattered bones.)

I have Medicine 3, and have checked the Prosthetic Bench, Bionics Bench, and Organ Vat for a way to fix my colonists, but I've had no luck.

As a note, I have -NOT- upgraded to v.1.22 just yet (Only 1 version behind), but from the patch notes this isn't addressed.

TL:DR, Some jerk shot/cut my colonists shoulder off, and I can't find a way to fix him (Medical 3, checked Prosthetic Bench, Bionics Bench, and Organ Vat)


I found out that prosthetics and bionics attach from the shoulder, but regular arms do not. The only thing I wasn't able to find was how to fix my colonists shattered clavicle, but unfortunately after getting brain damage (I gave him some bionics to make up for the speed loss) he was KIA by a triple rocket launcher, I buried him in a tomb of silver.
Title: Re: [A12d][ModPack] The ModVarietyPack centipede.
Post by: willow512 on December 17, 2015, 02:59:57 AM
Quote from: Great on December 16, 2015, 06:15:51 PM
Uh.They are broken(centipede) and antifun man.wtf is this.Pinpoint accuracy and so much dmg&burst.
You can get pretty far by popping out... shooting with quick shots and hiding behind cover. Its a lot of micromanagement but it gets the job done..

And i believe melee attackers can interrupt their attacks...  Though not completely sure... It works on lesser foes..

It's not fun but at least it does not end your game...
Title: Re: [A12d][ModPack] The ModVarietyPack centipede.
Post by: Britnoth on December 17, 2015, 04:46:25 AM
Quote from: willow512 on December 17, 2015, 02:59:57 AM
Quote from: Great on December 16, 2015, 06:15:51 PM
Uh.They are broken(centipede) and antifun man.wtf is this.Pinpoint accuracy and so much dmg&burst.
You can get pretty far by popping out... shooting with quick shots and hiding behind cover. Its a lot of micromanagement but it gets the job done..

And i believe melee attackers can interrupt their attacks...  Though not completely sure... It works on lesser foes..

It's not fun but at least it does not end your game...

Funny you say that. My last try with this modpack it did exactly end my game. Day 51 psychic ship popping out 1 centipede only.

It had enough range to hit people half way across the default map size. I could not get close enough to throw grenades even if I had them that early.

Hiding in cover as a decoy does not work. Their insane RPM means they can chew though walls in just a few bursts and then kill your colonist. Even when in a strong personal shield. Not sure how you would ever manage to get close enough while staying in quickly disintegrating cover long enough for someone to be throwing grendades either.

Pop out.. shoot.. hide behind cover. Actually worked. One problem is:

22 damage survival rifle hitting centipede armour = 3 damage. Will take so long it will start self repairing the earliest damage entirely before you can take it out... I think?  ::)

You either need EMP mortars getting in a few hits to stun it while everyone with a ranged weapon fires away (I didnt even have normal turrets up yet never mind mortars, and my best gun was the survival rifle still) OR multiple frag nades to get around its crazy armour. while somehow tanking its crazy fire that chews through walls like a sapper raid. From across the map.

Good luck with that.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: H_D on December 17, 2015, 05:30:20 AM
I've sent 2 colonist on away mission (from tribals), weeks passed and they still didn't return. After couple of days they went "missing" and dissapeared from UI with no message from the game. Are they dead? How are those missions supposed to work?

Also, do saves work with newer versions?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: willow512 on December 17, 2015, 05:44:18 AM
Quote from: Britnoth on December 17, 2015, 04:46:25 AM
Funny you say that. My last try with this modpack it did exactly end my game. Day 51 psychic ship popping out 1 centipede only.
I was a bit more lucky. It was later on in the game and an Ancient danger room I opened myself so I had time to save load and plan. And I had a desert eagle on the guy I was working with. At any rate, stone and metal walls last a lot longer than other walls. It takes a long time to wear down a centipede and feels like abusing the limited AI of the enemy. If you do it right he'll never relocate to a point where he could actually kill you easily. I didn't notice him repairing himself either.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Great on December 17, 2015, 12:14:07 PM
Quote from: WinterFlare on December 17, 2015, 12:26:15 AM
As far as I can tell mechs are supposed to be overpowered because of combat realism, you essentially need to have a decoy who sits behind a high health wall while other people toss grenades at it, if it stops firing make sure it initiates its attack against your decoy again. It being a minigun with such a long range though (considering the centipede is a fucking tank) is pretty lame though.

I need to know though, is there a way to replace or repair a colonists shoulder? I've tried looking for a harvest option, but I can't harvest shoulders. I also can't attach arms (I only mention this because Ultimate Overhaul let you fix shoulders by replacing arms, you could also make artificial bones with plasteel to fix shattered bones.)

I have Medicine 3, and have checked the Prosthetic Bench, Bionics Bench, and Organ Vat for a way to fix my colonists, but I've had no luck.

As a note, I have -NOT- upgraded to v.1.22 just yet (Only 1 version behind), but from the patch notes this isn't addressed.

TL:DR, Some jerk shot/cut my colonists shoulder off, and I can't find a way to fix him (Medical 3, checked Prosthetic Bench, Bionics Bench, and Organ Vat)

It's funny because the lore say they fought mech with heavy armor(siege armor)and shotgun(siege,again).Yeah,no,artificial and unfair difficulty is not fun,a lot of moder think it's,but it's not.(Like Misery for example,where you go up a cliff and instantly get one shoted by a grenade even while wearing the best armor)

Having one shot minigun centipede with a gigantic range is broken(other centipede are okay i think-maybe i did not see all of them)

Also,the fact peoples die instantly from random wound(not headshot) and not from reaching 0 hp.I mean,seriously,i killed a trumpoo by shooting at it,nothing got below 270 hp,and he fall dead,with only minor blood loss.The same,my bionic super soldier die from losing one lung instantly-or torso bruise-.


Quote from: Britnoth on December 17, 2015, 04:46:25 AM
Funny you say that. My last try with this modpack it did exactly end my game. Day 51 psychic ship popping out 1 centipede only.
I was a bit more lucky. It was later on in the game and an Ancient danger room I opened myself so I had time to save load and plan. And I had a desert eagle on the guy I was working with. At any rate, stone and metal walls last a lot longer than other walls. It takes a long time to wear down a centipede and feels like abusing the limited AI of the enemy. If you do it right he'll never relocate to a point where he could actually kill you easily. I didn't notice him repairing himself either.
[/quote]

Yeah,there's only one way to kill them,it's abusing the AI,it's not fun-again,it's like Misery-
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on December 17, 2015, 01:57:41 PM
I didn't say the miniguns range is fair, because it definitely isn't. It makes sense for scyther attacks to cover the entire map, but centipedes are basically heavy tanks. I'm more afraid of them than I am of 6 scythers. Whenever mech's arrive I send everyone inside and try to lure a centipede to a hallway that grenades will work well in. Getting shot at by a minigun from across the map is a death sentence.

One weird thing I did see (Not with Mechs though) is that suppressing fire will work on units with shields.

Quote from: Great on December 17, 2015, 12:14:07 PM
Also,the fact peoples die instantly from random wound(not headshot) and not from reaching 0 hp.I mean,seriously,i killed a trumpoo by shooting at it,nothing got below 270 hp,and he fall dead,with only minor blood loss.The same,my bionic super soldier die from losing one lung instantly-or torso bruise-.

Well I mean if you were running around in a cloth shirt and got hit by a bullet to the heart or liver I'm pretty sure you'd die too. Put something heavier or your people or be more careful with their placements. I've been having a lot of fun letting enemies come to me while I use rapid-fire short range weapons.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Great on December 18, 2015, 04:36:26 PM
Quote from: WinterFlare on December 17, 2015, 01:57:41 PM
I didn't say the miniguns range is fair, because it definitely isn't. It makes sense for scyther attacks to cover the entire map, but centipedes are basically heavy tanks. I'm more afraid of them than I am of 6 scythers. Whenever mech's arrive I send everyone inside and try to lure a centipede to a hallway that grenades will work well in. Getting shot at by a minigun from across the map is a death sentence.

One weird thing I did see (Not with Mechs though) is that suppressing fire will work on units with shields.

Quote from: Great on December 17, 2015, 12:14:07 PM
Also,the fact peoples die instantly from random wound(not headshot) and not from reaching 0 hp.I mean,seriously,i killed a trumpoo by shooting at it,nothing got below 270 hp,and he fall dead,with only minor blood loss.The same,my bionic super soldier die from losing one lung instantly-or torso bruise-.

Well I mean if you were running around in a cloth shirt and got hit by a bullet to the heart or liver I'm pretty sure you'd die too. Put something heavier or your people or be more careful with their placements. I've been having a lot of fun letting enemies come to me while I use rapid-fire short range weapons.

You don't die instantly.And you don't die from a bullet in the liver lol(from infection later,of course,unless you are treated)!Also,i said bionic super soldier.They run around with +90% armor.
short range weapon strong?In this modpack?In my game every one only have long range burst like pulse and optic/shard.Short range is suicide.(for all-mechanoid included-)

Also,man,later in the game,you get more than 1 centipede in event/spaceship crash.If they have more than 1 minigun,it's gg,don't matter all your dude are demigod with 90%/110% dmg res.
And about the mecha *realism*centipede are not mecha,the federator and his melee version are mech(they also have pilot)-and they are balanced,the fed have problem hiting moving target and long coldown,the melee one is slow and,well,melee-.centipede is just a mechanoid-robot-.

And if we follow *realism*,my dude in closed heavy armor should be immune to minigun fire because of all this sloped armor..
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on December 18, 2015, 09:56:53 PM
If your entire liver is destroyed by the shot it will kill you, and that's the way organs work in this. They're either damaged or just completely shredded / blown out, more often than not the organ is destroyed by whatever it's hit with. Generally though, I've had more people die from infections or flus than I have to firefights with low calibre weapons.

I hopped on this because Ultimate Overhaul folder, so I'll just list some gripes I have, this isn't really directed at the pack maker, just some things i've observed.

COMBAT:
The minigun on centipedes are overpowered as fuck, the gun itself has such a quick wind up period, and does LOADS of damage (Along with ridiculous amounts of armor penetration, accuracy, and range.)

I don't particularly like the turret selection, but that's probably because I don't use turrets often. Along with them being loud, I see nothing they can do that my colonists can't, especially so because I want to use them as backups rather than my main defence. (There's no shotgun turret available.) It also seems a bit odd that the browning M2 uses 500 Watt, when the Minigun uses 600 (Only 100 more)

I've had 4 federation invasions and I've been able to snipe them before they even start attacking my base. I'm not sure if that's a bug or not, but it seems when I start taking pot-shots at norbals / tribals they come to wreck my shit. Maybe it's just my imagination.

OTHER:
Ship Parts don't have nearly enough HP for the amount of work put into making them, I literally just had a lightning storm take out half my ship and the time / parts required made me take a real hit in morale, I mean it fits the theme of the game, struggling to leave the planet, but if you have something made out of huge chunks of plasteel and steel that's traversing the universe for years at a time, you'd expect it to have a bit more resistance to it. It's not like it's cheaper to make ship parts than plasteel walls if you're worried about that.

Stuffed Animals have no quality, and as far as I can tell always offer 100 beauty, this seems pretty weird to me seeing as how other artwork has quality, and its difficult for those (which require a lot more work) to even get close to 100 beauty.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roushguy on December 19, 2015, 08:01:33 AM
Can someone please tell me the order in which these are supposed to load, and how I can leave the Combat Realism thing out, preferably? (I kind of like how it is in vanilla)
In addition, despite following the directions, it seems I can't actually play. I seem unable to select anything once the game actually starts, not my colonists, not any of the tabs, not the stuff on the ground.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: BiggyLew on December 19, 2015, 12:11:35 PM
Just tried to install the MVP and when running the setup script from a fresh install got this error: http://imgur.com/Uv2QeS7 .

The modconfig is in the correct location so I assume there is a slight error with the modconfig that comes in the pack download.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on December 19, 2015, 12:14:02 PM
Quote from: roushguy on December 19, 2015, 08:01:33 AM
Can someone please tell me the order in which these are supposed to load, and how I can leave the Combat Realism thing out, preferably? (I kind of like how it is in vanilla)

You're probably stuck with it seeing as how the modpack is built around Combat Realism, which as far as I'm aware means most weapon files are edited to fit with that.

As for load order, last time I downloaded the pack it came with the modconfig file.
Quote from: BiggyLew on December 19, 2015, 12:11:35 PM
The modconfig is in the correct location so I assume there is a slight error with the modconfig that comes in the pack download.

The installer didn't work for me either, so I ended up just placing the modconfig manually and it ended up working for me. It can be found in AppData\LocalLow\Ludeon Studios\RimWorld\Config
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roushguy on December 19, 2015, 02:46:13 PM
Manually installed the modconfig file, still seeing same problem. I am unable to bring up the escape menu, select colonists, animals, or items on the ground, I am unable to bring up any of the tabs on the bottom, and there is nothing shown when trying to mass-select things.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on December 19, 2015, 03:27:30 PM
My only thought is to get a fresh version of the newest rimworld, make sure to delete everything in the Ludeon Studios Folder, and go from there. I just installed the newest version of the pack and I'm not having the problems you are.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nanao-kun on December 19, 2015, 08:20:53 PM
Is it possible to reduce the volume of the minigun turret? It's extremely loud compared to the other turrets.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on December 19, 2015, 08:42:46 PM
Simon said they're going to work on it, unless you disable the sounds or change them yourself I don't think so though.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roushguy on December 19, 2015, 09:22:00 PM
I have someone who is set only to clean, who is considered 'idle', and yet there is a ton of blood/dirt on the floor of my home area. (I finally got the mod to work.) Why won't he clean, and how do I force him to clean up?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on December 19, 2015, 09:37:01 PM
Quote from: roushguy on December 19, 2015, 09:22:00 PM
I have someone who is set only to clean, who is considered 'idle', and yet there is a ton of blood/dirt on the floor of my home area. (I finally got the mod to work.) Why won't he clean, and how do I force him to clean up?

I think you have to designate the cleaning zone in the zones menu.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 19, 2015, 11:13:54 PM
Quote from: roushguy on December 19, 2015, 09:22:00 PM
I have someone who is set only to clean, who is considered 'idle', and yet there is a ton of blood/dirt on the floor of my home area. (I finally got the mod to work.) Why won't he clean, and how do I force him to clean up?

Need to designate the cleaning zone you want cleaned. It is NOT the home zone, but a separate zone you have control over. In the zone restrictions sub tab. Looks like a small broom.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: wakko151 on December 20, 2015, 12:43:39 AM
Crash Resport.
Started a new map, had my guys go to some ancient dangers. One of them had a door so i sent a guy inside. Did not reveal the map and caused a CTD. Most likely because it is scripted to reveal the inside when the wall is broken but not when the door is opened.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 20, 2015, 06:33:31 AM
Quote from: wakko151 on December 20, 2015, 12:43:39 AM
Crash Resport.
Started a new map, had my guys go to some ancient dangers. One of them had a door so i sent a guy inside. Did not reveal the map and caused a CTD. Most likely because it is scripted to reveal the inside when the wall is broken but not when the door is opened.
Never had that issue, and it should give in-game errors. Only time I've ever seen a CTD is when rimworld ran out of memory. Can we have an output_log please?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Selgald on December 20, 2015, 06:21:35 PM
Installed the ModPack, followed the install instructions, but the pack is not working.
I cant click anything ingame :(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Froggy on December 20, 2015, 06:55:51 PM
Just installed the modpack and I've got everything workout out perfectly, except one tiny thing. That is kinda crucial. My Work-Tab, is all blanked out as can be seen here: http://prntscr.com/9glnoi
I've checked all the other tabs and everything seems to be alright except for that. Any suggestions on how to solve it?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: thrash on December 21, 2015, 02:42:09 AM
I can't seem to install natural organs such as lungs, stomach. However, others such as Nose, Ear, Eye work just fine. Do my characters need max medicine? Or am I missing a piece to this strange puzzle? Thanks.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on December 21, 2015, 10:29:15 AM
Quote from: thrash on December 21, 2015, 02:42:09 AM
I can't seem to install natural organs such as lungs, stomach. However, others such as Nose, Ear, Eye work just fine. Do my characters need max medicine? Or am I missing a piece to this strange puzzle? Thanks.
You need the medicine research or something like that.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 21, 2015, 10:44:52 AM
Or the person being operated on is a norbal, and not all the operations are working on norbals.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Silverye on December 21, 2015, 11:43:55 AM
Many thanks for this modpack - feels well balance.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roushguy on December 21, 2015, 01:12:39 PM
Is there any way to make MadSkills work with this mod? If not, is there any way to slow down or stop skill rust? It's just way too fast in vanilla, I struggle to keep my colonists above ten skill. :(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 21, 2015, 03:39:55 PM
Quote from: roushguy on December 21, 2015, 01:12:39 PM
Is there any way to make MadSkills work with this mod? If not, is there any way to slow down or stop skill rust? It's just way too fast in vanilla, I struggle to keep my colonists above ten skill. :(

It is quite easy to keep them above 10 skill, set there job priorities according to passions, and the skill rust is a non issue. If loosing 1 point of job skill every 2 hours is causing problems, then maybe a change in how jobs assigned is needed.

Why add a mod that makes the game easier?

no passion learn at 0.3.  if not working skill will degrade.
1 flame passion, learn at 1.0. just a little work will grow the skill.
2 flame passion, learn at 1.5. quickly advances in skill. 1/4 hour of work equals 10 hours of rust.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roushguy on December 21, 2015, 04:55:46 PM
When a guy with 10 shooting routinely gains 11 shooting after a day's work, then loses it back down to 10 overnight, and all he does all day is hunt/joy/eat, there is a problem. This was a problem for me in vanilla and it is still a problem with the modpack.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 21, 2015, 07:25:02 PM
Quote from: roushguy on December 21, 2015, 04:55:46 PM
When a guy with 10 shooting routinely gains 11 shooting after a day's work, then loses it back down to 10 overnight, and all he does all day is hunt/joy/eat, there is a problem. This was a problem for me in vanilla and it is still a problem with the modpack.

And does that hunter have a passion for hunting? no then that is what happens, hard to increase skill.
Give him a short range weapon so he takes more shots, which will increase his learning. 

Many options to increase skill level..  There are even training options within the mod pack...

Mad skills is the easy way to play the game.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Devilsgamer666 on December 21, 2015, 10:07:57 PM
Hello, I am wondering if I need a certain tech level before I can replace limbs, as I currently poses a bionic leg and a colonist is missing their leg and I do not have the option to install it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on December 22, 2015, 03:05:15 AM
Quote from: roushguy on December 21, 2015, 04:55:46 PM
When a guy with 10 shooting routinely gains 11 shooting after a day's work, then loses it back down to 10 overnight, and all he does all day is hunt/joy/eat, there is a problem. This was a problem for me in vanilla and it is still a problem with the modpack.

Do you mean it's impossible to get shooting skill over 10 without passion or it's something like 10.5 in morning, 11.0 in evening and 10.8 next morning?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 22, 2015, 05:33:08 AM
Quote from: Devilsgamer666 on December 21, 2015, 10:07:57 PM
Hello, I am wondering if I need a certain tech level before I can replace limbs, as I currently poses a bionic leg and a colonist is missing their leg and I do not have the option to install it.
Yep, medicine III or IV, somewhere down that line at least.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 22, 2015, 05:36:29 AM
Quote from: roushguy on December 21, 2015, 04:55:46 PM
When a guy with 10 shooting routinely gains 11 shooting after a day's work, then loses it back down to 10 overnight, and all he does all day is hunt/joy/eat, there is a problem. This was a problem for me in vanilla and it is still a problem with the modpack.
If that pawn has no passion in shooting, that is absolutely fine and expected behaviour. You're basically forcing a guy who has no skill or desire to learn how to shoot, why would you expect him to learn? I could give you a lecture on statistics each day for a year, but unless you're actually interested in it I have no expectation that you will ever learn the more advanced parts...

If he does have a passion, that is a bit odd.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Edeal on December 22, 2015, 07:55:49 AM
Hi again, I need some help to make AIs mobile work.
For now I've built two of them and they're still inactive although my scientist did all the AI researchs.

I seek in the "Help" but it doesn't help. I have all the stuff required but I just ignore what is the next step.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: paragonid on December 22, 2015, 08:44:20 AM
Quote from: Fluffy (l2032) on December 22, 2015, 05:36:29 AM
If that pawn has no passion in shooting, that is absolutely fine and expected behaviour. You're basically forcing a guy who has no skill or desire to learn how to shoot, why would you expect him to learn? I could give you a lecture on statistics each day for a year, but unless you're actually interested in it I have no expectation that you will ever learn the more advanced parts...

If he does have a passion, that is a bit odd.

Have you guys really never seen people good in something they don't really like?

I'm pretty sure if you don't like guns but want to actually survive somewhere where you're being in life-danger every 10 days, especially if you use the skill, you will master it pretty soon. Surviving means more than lack of interest for most of human beings.

The whole passion mechanics is kind of simplified and raw. If you have skill 10, it looks pretty unrealistic to forget over the night what you learnt yesterday... especially if you do it over and over again. It's frustrating and bad design in general. Some kind of upper skill limit would be much better than aggressive skill decreasing.

I'm surprised you're so controlling in the way someone wants to play his game. You're modders in the end, you should support different gameplay tastes.

Well configurable games, e.g. modded Jagged Alliance 2, would just put a checkbox to turn on and off such minor options.

Back to original message:
Quote from: roushguy on December 21, 2015, 01:12:39 PM
Is there any way to make MadSkills work with this mod? If not, is there any way to slow down or stop skill rust? It's just way too fast in vanilla, I struggle to keep my colonists above ten skill. :(

roushguy never asked to add MadSkills to this modback for everyone or anything. He came to ask for advice for his personal playthrough. There's really no reason to tell him that your personal taste on it is different
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cmoa666 on December 22, 2015, 09:28:24 AM
For Madskill, i think that the last version (A11) worked for A12. just install and activate it and start a new game (preferably with a new world)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 22, 2015, 11:14:27 AM
Quote from: paragonid on December 22, 2015, 08:44:20 AM
Quote from: Fluffy (l2032) on December 22, 2015, 05:36:29 AM
If that pawn has no passion in shooting, that is absolutely fine and expected behaviour. You're basically forcing a guy who has no skill or desire to learn how to shoot, why would you expect him to learn? I could give you a lecture on statistics each day for a year, but unless you're actually interested in it I have no expectation that you will ever learn the more advanced parts...

If he does have a passion, that is a bit odd.

Have you guys really never seen people good in something they don't really like?

I'm pretty sure if you don't like guns but want to actually survive somewhere where you're being in life-danger every 10 days, especially if you use the skill, you will master it pretty soon. Surviving means more than lack of interest for most of human beings.

The whole passion mechanics is kind of simplified and raw. If you have skill 10, it looks pretty unrealistic to forget over the night what you learnt yesterday... especially if you do it over and over again. It's frustrating and bad design in general. Some kind of upper skill limit would be much better than aggressive skill decreasing.

I'm surprised you're so controlling in the way someone wants to play his game. You're modders in the end, you should support different gameplay tastes.

Well configurable games, e.g. modded Jagged Alliance 2, would just put a checkbox to turn on and off such minor options.

Back to original message:
Quote from: roushguy on December 21, 2015, 01:12:39 PM
Is there any way to make MadSkills work with this mod? If not, is there any way to slow down or stop skill rust? It's just way too fast in vanilla, I struggle to keep my colonists above ten skill. :(

roushguy never asked to add MadSkills to this modback for everyone or anything. He came to ask for advice for his personal playthrough. There's really no reason to tell him that your personal taste on it is different

first off the passion skill is not simple. at level 10 that is 10,000 points of learned knowledge. That learned knowledge goes down by 1 point to 9,999, which will show as skill 9. The next work will raise it to skill 10. But skill is ONLY 1/3 of the total ability to do shooting. The quality and durability of the weapon, and the health of the colonist also affect just how good of a shot the colonist is.

Toggle switches will never be part of rimworld. Not support, never intended by Tynan.

If roughguy wants to add the mod to HIS game, let him try. Simple as download the mod, install and see if it works.

Otherwise he is requesting it be added to the mod pack, and I say no, why dumb down the game.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: gnomeknows on December 22, 2015, 12:47:25 PM
Having issues with installation.  Followed the wiki installation for windows, including the last step of starting and restarting the game with the shortcut.  Ran through it three times now to make sure everything was done in the correct order but it still shows all but the core mod with a red X in the mod list, running A12d.  So I've hit a wall, not sure what else to try?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Devilsgamer666 on December 22, 2015, 09:03:32 PM
Hopefully the last newb question from me, How do I acquire sand?

I realize now that I have forgotten to thank all the people who have helped me up to this point, so Thank you
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: FurryLovingGuy on December 22, 2015, 10:36:18 PM
How do I safely remove Infusions from the mod? I just find it silly that every piece of equipment is infused to drastically increase charisma psych or all these crazy things. Like, literally every single weapon or piece of clothing is "special". I tried simply removing LT-Infusion from the mod order, but then the game crashes the moment an infusable item is shown.

I'm going to be doing my own research, will edit this post if I find a way.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 23, 2015, 02:06:19 AM
Quote from: Devilsgamer666 on December 22, 2015, 09:03:32 PM
Hopefully the last newb question from me, How do I acquire sand?

I realize now that I have forgotten to thank all the people who have helped me up to this point, so Thank you

you grind rocks into sand at the stone table. Same place you make stone blocks.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 23, 2015, 02:13:37 AM
Quote from: FurryLovingGuy on December 22, 2015, 10:36:18 PM
How do I safely remove Infusions from the mod? I just find it silly that every piece of equipment is infused to drastically increase charisma psych or all these crazy things. Like, literally every single weapon or piece of clothing is "special". I tried simply removing LT-Infusion from the mod order, but then the game crashes the moment an infusable item is shown.

I'm going to be doing my own research, will edit this post if I find a way.

there is NO easy way to remove the infused items from a current game...

don't want the infusing happening, remove the infusion mod from the game, create a new world, and start a new colony... no more infused items.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Devilsgamer666 on December 23, 2015, 03:09:47 AM
Quote from: TLHeart on December 23, 2015, 02:06:19 AM
Quote from: Devilsgamer666 on December 22, 2015, 09:03:32 PM
Hopefully the last newb question from me, How do I acquire sand?

I realize now that I have forgotten to thank all the people who have helped me up to this point, so Thank you
you grind rocks into sand at the stone table. Same place you make stone blocks.
Thank you for the help.

I had assumed it involved dredging a lake or something like that. this explains why I never found the option.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cmoa666 on December 23, 2015, 05:59:21 AM
Quote from: TLHeart on December 23, 2015, 02:13:37 AM
Quote from: FurryLovingGuy on December 22, 2015, 10:36:18 PM
How do I safely remove Infusions from the mod? I just find it silly that every piece of equipment is infused to drastically increase charisma psych or all these crazy things. Like, literally every single weapon or piece of clothing is "special". I tried simply removing LT-Infusion from the mod order, but then the game crashes the moment an infusable item is shown.

I'm going to be doing my own research, will edit this post if I find a way.

there is NO easy way to remove the infused items from a current game...

don't want the infusing happening, remove the infusion mod from the game, create a new world, and start a new colony... no more infused items.

In fact, it is the rule for every mod that you want install/remove. Especially if the mod add script (it is not always necessary if the mod only add item/workbench).
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Selgald on December 23, 2015, 08:28:28 AM
I am running a colony with 12 people, and it is lagging like hell. When the colonists go to sleep, everything is fine.

So what mod in the pack makes the AI super slow?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 23, 2015, 09:52:18 AM
Are they idle?

Pawns looking for work to do create a log of work behind the scenes, especially if they have a lot of worktypes enabled. This is a common theme in RW, with or without mods. The modpack just adds even more things that they could do, which means even more work behind the scenes.

If they are idling, try lowering the amount of jobs each pawn is allowed to do, and generally streamlining your workflow a bit, or just give them something to do that gets checked early (workgivers are checked in turn by order of priority, so having a pawn check all worktypes just to end up doing a hauling job is a pretty big resource drain in the long term).

If they're not idling, have you taken a look at the log to see if any errors pop up? Repeated errors can massively slow down the game. You can open the log with the '~' or '`' keys (top left on the keyboard for US-based ones, or just turn on devmode in the game's options and it'll auto open on errors. If you have any errors, go the the folder where you installed the game, then RimWorld914_xxxdata, and paste the output_log.txt you find there on the forums so the modders can have a look.   
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: losinator501 on December 23, 2015, 03:36:25 PM
Finally started my playthrough on this modpack, loving it so far! Well-balanced so far in my opinion.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ThePhoenix007 on December 23, 2015, 08:38:15 PM
I really appreciate this pack dragging things like the research tree, etc out... but its no fun when you get a heat wave at the start of the game that decimates your colony because researching power is so far away... think whomever wrote the mod for that can you know, extend the length of time before you can get your first heat wave?  this has happened 3 times now, and if I don't have AC's by the time it hits, its game over.... every time.

Also, If everything requires some sort of refined resource. E.G.  Steel bars,  Wouldn't it make sense that you wouldn't know how to build something that requires steel bars if you didn't know how to make steel bars?

"I've come up with an idea to hold energy... it requires these metal.... things.... made out of this hunk of steel...  I'm not sure how to make the metal things, but I do know if you put 15 of them together, it will hold energy....  "

Long story short, maybe before "Power 1" or "Anything 1" there needs to be some sort of "Refining materials 101". Not only does it make sense, but people don't have to try to figure out what research you have "steel bar crafting" under.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 23, 2015, 09:12:54 PM
Quote from: ThePhoenix007 on December 23, 2015, 08:38:15 PM
I really appreciate this pack dragging things like the research tree, etc out... but its no fun when you get a heat wave at the start of the game that decimates your colony because researching power is so far away... think whomever wrote the mod for that can you know, extend the length of time before you can get your first heat wave?  this has happened 3 times now, and if I don't have AC's by the time it hits, its game over.... every time.

Also, If everything requires some sort of refined resource. E.G.  Steel bars,  Wouldn't it make sense that you wouldn't know how to build something that requires steel bars if you didn't know how to make steel bars?

"I've come up with an idea to hold energy... it requires these metal.... things.... made out of this hunk of steel...  I'm not sure how to make the metal things, but I do know if you put 15 of them together, it will hold energy....  "

Long story short, maybe before "Power 1" or "Anything 1" there needs to be some sort of "Refining materials 101". Not only does it make sense, but people don't have to try to figure out what research you have "steel bar crafting" under.

If you read what crafting I says, and I will quote it here, ""We also need to find a way to get the metal out of these rocks. Maybe if we smelt the ore in some kind of furnace?"

Then it tells you that a smelting furnace is available after researching crafting I.
      
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on December 23, 2015, 10:12:52 PM
I asked this earlier and not sure I got a response.  Is there a change to the way you get animals mate?  I have done several colonies now with a year+ to them and tamed animals are not mating.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 24, 2015, 01:59:29 AM
Quote from: Pheanox on December 23, 2015, 10:12:52 PM
I asked this earlier and not sure I got a response.  Is there a change to the way you get animals mate?  I have done several colonies now with a year+ to them and tamed animals are not mating.

no change from vanilla. I have no problems with tamed animals mating, just keep them in close proximity, not in a dark mountain cave, and watch the offspring eat all your food.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on December 24, 2015, 05:52:29 AM
Quote from: TLHeart on December 24, 2015, 01:59:29 AM
Quote from: Pheanox on December 23, 2015, 10:12:52 PM
I asked this earlier and not sure I got a response.  Is there a change to the way you get animals mate?  I have done several colonies now with a year+ to them and tamed animals are not mating.

no change from vanilla. I have no problems with tamed animals mating, just keep them in close proximity, not in a dark mountain cave, and watch the offspring eat all your food.

Seriously after posting this I started a new colony and had animals mating within a month of taming them.  Guess I've just been super unlucky up until now.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 24, 2015, 10:41:45 AM
This mod is great so far! :) Could anyone explain to me how the insulation / heat resistance work, please? E.g. when the item is -7°C minimum comfortable temperature. What does it mean? Does it decrease the level at which the pawn gets uncomfortable when the heat wave strikes?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 24, 2015, 10:53:54 AM
Quote from: cst89 on December 24, 2015, 10:41:45 AM
This mod is great so far! :) Could anyone explain to me how the insulation / heat resistance work, please? E.g. when the item is -7°C minimum comfortable temperature. What does it mean? Does it decrease the level at which the pawn gets uncomfortable when the heat wave strikes?

When the item says -7C minimum comfortable, it changes the minimum comfortable temperature down by 7 degrees, does not affect the maximum comfortable temperature. No it does not change the temperature of when the colonists complains about the heat. It does change the temperature of when the colonists complains about the cold, to a lower temperature.

There is for every pawn a minimum and a maximum comfortable temperature. Want to see the stats click on the pawn, in the pawn inspection panel in the lower right of the screen, find the "I" in the upper right corner of the inspection panel, click on the "I" and it will bring up a stats screen, with all the information for that pawn. Then if you click on the stat you want more information on like minimum comfortable temperature, you will get to see every thing that affects that pawns stats.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on December 25, 2015, 03:47:34 AM
Thank you very much, TLHeart!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Antony101 on December 26, 2015, 12:20:40 PM
Sorry if it has already been asked, but is there a way to remove cultivated soil and what not? It's petty but it annoys me when I have to relocate a farm and the old soil is just sat there.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 26, 2015, 02:59:57 PM
Quote from: Antony101 on December 26, 2015, 12:20:40 PM
Sorry if it has already been asked, but is there a way to remove cultivated soil and what not? It's petty but it annoys me when I have to relocate a farm and the old soil is just sat there.

sorry, no way in game to remove a terrain feature, which the soils are.

If you want to remove it via dev mode, open dev mode, open debugs action menu, look for tool: set terrain, and make it what every terrain you want.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: losinator501 on December 27, 2015, 09:32:29 PM
Yeah that would be a nice thing... be able to place dirt, but only on top of cultivated soil
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: victaria on December 27, 2015, 10:50:52 PM
Has anyone had success adding Crashlanding to this back and using Prepare Carefully?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Froggy on December 28, 2015, 04:39:31 AM
Quote from: Froggy on December 20, 2015, 06:55:51 PM
Just installed the modpack and I've got everything workout out perfectly, except one tiny thing. That is kinda crucial. My Work-Tab, is all blanked out as can be seen here: http://prntscr.com/9glnoi
I've checked all the other tabs and everything seems to be alright except for that. Any suggestions on how to solve it?
Anyone?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 28, 2015, 08:07:10 AM
Quote from: Froggy on December 28, 2015, 04:39:31 AM
Quote from: Froggy on December 20, 2015, 06:55:51 PM
Just installed the modpack and I've got everything workout out perfectly, except one tiny thing. That is kinda crucial. My Work-Tab, is all blanked out as can be seen here: http://prntscr.com/9glnoi
I've checked all the other tabs and everything seems to be alright except for that. Any suggestions on how to solve it?
Anyone?

This is a shot in the dark, since more information is critical....

Work tab does not center in alpha 12, like your screen shot, so I would say you are not using alpha 12 rimworld. Update to alpha 12 rimworld, install mod and see if it works.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reflexial on December 28, 2015, 02:39:33 PM
Quote from: victaria on December 27, 2015, 10:50:52 PM
Has anyone had success adding Crashlanding to this back and using Prepare Carefully?

I use this, and it works fine.  I actually took the one from the Hardcore mod pack, but I think the normal version should work.  You can configure many options in the mod files.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Froggy on December 29, 2015, 03:16:48 PM
Quote from: TLHeart on December 28, 2015, 08:07:10 AM
Quote from: Froggy on December 28, 2015, 04:39:31 AM
Quote from: Froggy on December 20, 2015, 06:55:51 PM
Just installed the modpack and I've got everything workout out perfectly, except one tiny thing. That is kinda crucial. My Work-Tab, is all blanked out as can be seen here: http://prntscr.com/9glnoi
I've checked all the other tabs and everything seems to be alright except for that. Any suggestions on how to solve it?
Anyone?

This is a shot in the dark, since more information is critical....

Work tab does not center in alpha 12, like your screen shot, so I would say you are not using alpha 12 rimworld. Update to alpha 12 rimworld, install mod and see if it works.
It is updated to alpha12. Rimworld 0.12.906 Rev 1015 compiled aug21-15.
If there are any kind of information you need to help me solve it. Just say the word and how to get it and I'll do my best to provide.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 29, 2015, 04:03:44 PM
Quote from: Froggy on December 29, 2015, 03:16:48 PM

It is updated to alpha12. Rimworld 0.12.906 Rev 1015 compiled aug21-15.
If there are any kind of information you need to help me solve it. Just say the word and how to get it and I'll do my best to provide.

output log file.

located in windows, in the directory, rimworld914win/rimworld914/data/output_log.txt.

A copy of that will help tell what is going on. If your on an apple machine, I am of no help.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Froggy on December 29, 2015, 06:32:18 PM
Quote from: TLHeart on December 29, 2015, 04:03:44 PM
Quote from: Froggy on December 29, 2015, 03:16:48 PM

It is updated to alpha12. Rimworld 0.12.906 Rev 1015 compiled aug21-15.
If there are any kind of information you need to help me solve it. Just say the word and how to get it and I'll do my best to provide.

output log file.

located in windows, in the directory, rimworld914win/rimworld914/data/output_log.txt.

A copy of that will help tell what is going on. If your on an apple machine, I am of no help.

Decided to do my 4th attempt on a full reinstall and now it seems to work. Beats me what I did differently the other 3 times. But at least it works. Thanks for the time you spent on my sorry arse :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 29, 2015, 07:16:05 PM
Quote from: Froggy on December 29, 2015, 06:32:18 PM
Quote from: TLHeart on December 29, 2015, 04:03:44 PM
Quote from: Froggy on December 29, 2015, 03:16:48 PM

It is updated to alpha12. Rimworld 0.12.906 Rev 1015 compiled aug21-15.
If there are any kind of information you need to help me solve it. Just say the word and how to get it and I'll do my best to provide.

output log file.

located in windows, in the directory, rimworld914win/rimworld914/data/output_log.txt.

A copy of that will help tell what is going on. If your on an apple machine, I am of no help.

Decided to do my 4th attempt on a full reinstall and now it seems to work. Beats me what I did differently the other 3 times. But at least it works. Thanks for the time you spent on my sorry arse :)

Not sorry arse :), just want to play the game... And computer software with mods, so much can go wrong on installation, or an OLD config file is still in the hidden appdata folder, to cause problems... Glad you got it working, now have fun :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ZozZ on December 29, 2015, 11:52:43 PM
im sorry if it has been posted(i'm too lazy to search) but can i get a mod list ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 30, 2015, 12:44:36 AM
Quote from: ZozZ on December 29, 2015, 11:52:43 PM
im sorry if it has been posted(i'm too lazy to search) but can i get a mod list ?

maybe just click the link on the first post. It will list what is included...

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ZozZ on December 30, 2015, 01:38:54 AM
Quote from: TLHeart on December 30, 2015, 12:44:36 AM
Quote from: ZozZ on December 29, 2015, 11:52:43 PM
im sorry if it has been posted(i'm too lazy to search) but can i get a mod list ?

maybe just click the link on the first post. It will list what is included...
i did but was that all of it, like 50+ mods?
it seems to me the modpack is kinda small so i just wanted to check if there isn't any unmentioned mods,i want a modpack with 80+ 90+ mods not a hardcore one too
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cmoa666 on December 30, 2015, 09:12:05 AM
In fact, this modpack is compiled in a few "mod", not like the old UOM (for example, the mod "Vegetable Garden" is included in the mod but not in a separate file)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on December 30, 2015, 09:21:23 AM
Loving this Modpack!

A couple of minor things:
1. Cheese spoils fast when refrigirated? This seems a bit odd, as cheese keeps for years.
2. Typo in Cooking II desctription (there a "/n" in there) and colored lights (common -> come on)
3. Integrated circuits have the same value as electronic chips from which they are made. This makes it preferable to buy them from traders while selling your stockpiled electronic chips. In general, electronic chips are require a little too much raw resources in my opinion.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Martiniator on December 30, 2015, 11:21:04 AM
I have 2 questions about the manager.
Sometimes when I assign a job in the manager screen, I find double bills in my workstations. For example, right now I have a bill to make glass 21 times, and a bill to make glass 37 times. Is there a way to prevent this from happening?
Secondary, I have some chickens, mainly for eggs, so I keep the hens away from the rooster. Can I use the manager to keep 1 hen near the rooster, so she can lay fertilized eggs, to keep the population up? Or is that something I have to do manually in the animals menu?

edit: I have a third question too, whenever I try to set up something in the livestock menu of the manager, the game makes a very annoying noise like it is trying to select something constantly. Only in the menu for handling chickens this doesn't happen. Is this some sort of bug I should report?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 30, 2015, 11:27:39 AM
Quote from: ZozZ on December 30, 2015, 01:38:54 AM
Quote from: TLHeart on December 30, 2015, 12:44:36 AM
Quote from: ZozZ on December 29, 2015, 11:52:43 PM
im sorry if it has been posted(i'm too lazy to search) but can i get a mod list ?

maybe just click the link on the first post. It will list what is included...
i did but was that all of it, like 50+ mods?
it seems to me the modpack is kinda small so i just wanted to check if there isn't any unmentioned mods,i want a modpack with 80+ 90+ mods not a hardcore one too

What do you mean is that all?
you have two choices in modpacks, the hardcore SK, or MVP....

They are not easy to put together, or easy to maintain. Every mod is listed, that is not Simon's creation... Simon changed the way growing is done where soil must be cultivated first, and some plants require fertilizer, other require fertilizer and water.

number of mods included does not measure the quality of game play you will experience.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on December 30, 2015, 11:35:21 AM
Quote from: Martiniator on December 30, 2015, 11:21:04 AM
I have 2 questions about the manager.
Sometimes when I assign a job in the manager screen, I find double bills in my workstations. For example, right now I have a bill to make glass 21 times, and a bill to make glass 37 times. Is there a way to prevent this from happening?
Secondary, I have some chickens, mainly for eggs, so I keep the hens away from the rooster. Can I use the manager to keep 1 hen near the rooster, so she can lay fertilized eggs, to keep the population up? Or is that something I have to do manually in the animals menu?

edit: I have a third question too, whenever I try to set up something in the livestock menu of the manager, the game makes a very annoying noise like it is trying to select something constantly. Only in the menu for handling chickens this doesn't happen. Is this some sort of bug I should report?
Please report bugs about the manager in the manager's thread (should be in my signature).

Duplicate bills is a sometimes occuring bug that I can't nail down whenever I try it. The latest version of the manager includes some more logging to help me track it down, but simon hasn't updated the version in the modpack yet.

The sound in the animals tab has been fixed (quite a while back actually), was a small oversight on my part (re-using code I did before, and not testing with sound on).
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Moo on December 30, 2015, 12:34:20 PM
Hm. I researched colored lights but don't the option to build any colored lights.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on December 30, 2015, 03:45:50 PM
Quote from: Moo on December 30, 2015, 12:34:20 PM
Hm. I researched colored lights but don't the option to build any colored lights.

that is because you don't build colored lights, you click on the light you want to change the color of, and change the color.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Moo on December 30, 2015, 06:26:02 PM
Ahh thank you!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on December 31, 2015, 07:51:21 PM
Quote from: losinator501 on December 27, 2015, 09:32:29 PM
Yeah that would be a nice thing... be able to place dirt, but only on top of cultivated soil
Yep I will add that in the next release. Place soil without cost (only a small work amount) over any type of cultivated soil you have created. This is a workaround to get rid of the old fields if you want to move the growing zone.

Nice Youtube vidoes btw @losinator501! I have watched every episode of your new season so far. Can't wait for more! Really enjoying it, keep them coming :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: jampy00 on January 02, 2016, 05:47:32 PM
Testing this modpack now. Would it be possible to make it without the texture pack included?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 02, 2016, 06:19:01 PM
Quote from: jampy00 on January 02, 2016, 05:47:32 PM
Testing this modpack now. Would it be possible to make it without the texture pack included?
I changed a ton of textures. Vanilla ones and modded ones. Would be too much work to rip them all out again. Why would you want that?

EDIT: Here is a Sneek Peek of an upcoming feature! Modded heads with beards and other facial features :) Credits and huge thanks to Fluffy for his mad coding skills and making this possible!

(http://i.imgur.com/muResIf.png)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: jampy00 on January 02, 2016, 06:28:12 PM
Quote from: simon-82 on January 02, 2016, 06:19:01 PM
Quote from: jampy00 on January 02, 2016, 05:47:32 PM
Testing this modpack now. Would it be possible to make it without the texture pack included?
I changed a ton of textures. Vanilla ones and modded ones. Would be too much work to rip them all out again. Why would you want that?

EDIT: Here is a Sneek Peek of an upcoming feature! Modded heads with beards and other facial features :)

(http://i.imgur.com/muResIf.png)

My bad. I saw another "texture" pack and it was awful. I posted my comment in haste. Very sorry, love the textures in this pack !!!
The update looks wicked. BEARDS FTW !!

Thanks
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Autismo on January 03, 2016, 04:30:30 AM
Any idea why I wouldn't be able to install some of the prosthetics in the modpack?

For example: one of my colonists is missing an ear. So, I bought a normal ear from a trading ship, but I can't install it on her. Another example: I bought an Advanced Bionic Jaw. I harvested the jaw from one of my colonists (because there was no option to install the bionic jaw), but even after doing that I only have options to harvest organs or euthanize her. I can't install the new jaw.

However, I was able to install a Simple Prosthetic Leg on one of my colonists who got her leg chopped off in a fight. Now, I crafted this leg instead of buying it, unlike the ear and jaw, but I can't see why that would make a difference.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 03, 2016, 04:57:54 AM
Quote from: Autismo on January 03, 2016, 04:30:30 AM
Any idea why I wouldn't be able to install some of the prosthetics in the modpack?

For example: one of my colonists is missing an ear. So, I bought a normal ear from a trading ship, but I can't install it on her. Another example: I bought an Advanced Bionic Jaw. I harvested the jaw from one of my colonists (because there was no option to install the bionic jaw), but even after doing that I only have options to harvest organs or euthanize her. I can't install the new jaw.

However, I was able to install a Simple Prosthetic Leg on one of my colonists who got her leg chopped off in a fight. Now, I crafted this leg instead of buying it, unlike the ear and jaw, but I can't see why that would make a difference.
Medicine II for installing simple prosthetics
Medicine III for transplanting natural organs
Medicine IV / V for installing bionics / adv. bionics
There is a help tab where you can read about the unlocks.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Levan_Kujak on January 03, 2016, 07:20:38 AM
hey there, i am testing the ModVarietyPack and i like it .. but somehow my Pawns can't clean even the cleanbot can't do it... am i doing something wrong?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 03, 2016, 07:31:19 AM
Quote from: Levan_Kujak on January 03, 2016, 07:20:38 AM
hey there, i am testing the ModVarietyPack and i like it .. but somehow my Pawns can't clean even the cleanbot can't do it... am i doing something wrong?
Assign a cleaning zone. It is different from the homezone and has a broom icon.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 03, 2016, 08:36:28 AM
did you got any respond from mod developer on those Shields that bugg out with combat realism ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 03, 2016, 08:59:27 AM
Quote from: NemesisN on January 03, 2016, 08:36:28 AM
did you got any respond from mod developer on those Shields that bugg out with combat realism ?
nope, nothing so far. I looked through his code myself to find the problem but couldn't find it. I could use the shields without the CR compatability patch but bullets would just fly through the shields then, which makes them useless. So I better leave them out.
I was looking for other shields to put into the pack instead. There are shields by Skullywag, but not sure if you can fire through those.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Silverye on January 03, 2016, 10:47:18 AM
Numpty question - but I'm having issues getting Aluminum in my game world - need some to build a comms console and can't find any veins. Do you need to trade for it?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 03, 2016, 10:56:45 AM
Quote from: Silverye on January 03, 2016, 10:47:18 AM
Numpty question - but I'm having issues getting Aluminum in my game world - need some to build a comms console and can't find any veins. Do you need to trade for it?
You are really unlucky if you don't find any Bauxite at all. It is modded to be just as common as steel ore. Do some strip mining if you don't find any on the surface. Or trade for it when a trader comes by.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Silverye on January 03, 2016, 11:26:24 AM
Quote from: simon-82 on January 03, 2016, 10:56:45 AM
Quote from: Silverye on January 03, 2016, 10:47:18 AM
Numpty question - but I'm having issues getting Aluminum in my game world - need some to build a comms console and can't find any veins. Do you need to trade for it?
You are really unlucky if you don't find any Bauxite at all. It is modded to be just as common as steel ore. Do some strip mining if you don't find any on the surface. Or trade for it when a trader comes by.
lol - I am a numpty - didn't realise that Bauxite was Aluminum!!  Thanks!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 03, 2016, 12:22:36 PM
v.1.23 is ready :)

Find it here (https://github.com/simon-82/ModVarietyPack/releases) as always.
Not compatible with older saves/versions as always.
Do clean installs please, saves a lot of headaches :P

Full changelog:
- Updated: ColonyManager
- Updated: Hospitality
- Fixed: Typo in Cooking II/ColoredLights research (thanks @Shad)
- Fixed: Raiders carrying skywrath turret (again... sigh)
- Fixed: Pirate siege raids spawning with only melee weapons
- Fixed: Removing an artificial body part now gives back the removed part
- Changed: Cooking time for GrilledCheese adjusted
- Changed: Rebalanced burger recipes
- Changed: Cost/Hitpoints of Conduit/LightedWalls adjusted
- Changed: Increased market value of IntegratedCircuitsBoard
- Changed: Cost of electronic chips decreased slightly
- Changed: Reduced sound levels of some turrets
- Enhancement: Added non-fertile soil type as a way to remove any cultivated soils
- Enhancement: Small heater can be uninstalled
- Enhancement: Steam generator can be turned off manually
- Enhancement: Well is now rotatable, cleaned up the shadow
- Added: New crafting table: Hatter's workbench (improve recipe count per table)
- Added: New crafting table: Food Press (improve recipe count per table)
- Added: New colonist heads (BEARDS FTW!)(heads selectable in PrepareCarefully)
- Added: Additional lighting (solar powered outdoor lamp, wall light)
- Added: Dermal Regenerator (heals scars)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Autismo on January 03, 2016, 01:50:47 PM
Quote from: simon-82 on January 03, 2016, 04:57:54 AM
Quote from: Autismo on January 03, 2016, 04:30:30 AM
Any idea why I wouldn't be able to install some of the prosthetics in the modpack?

For example: one of my colonists is missing an ear. So, I bought a normal ear from a trading ship, but I can't install it on her. Another example: I bought an Advanced Bionic Jaw. I harvested the jaw from one of my colonists (because there was no option to install the bionic jaw), but even after doing that I only have options to harvest organs or euthanize her. I can't install the new jaw.

However, I was able to install a Simple Prosthetic Leg on one of my colonists who got her leg chopped off in a fight. Now, I crafted this leg instead of buying it, unlike the ear and jaw, but I can't see why that would make a difference.
Medicine II for installing simple prosthetics
Medicine III for transplanting natural organs
Medicine IV / V for installing bionics / adv. bionics
There is a help tab where you can read about the unlocks.
Oh? You need to do research to unlock the operations? That doesn't feel right to me. I can understand needing research to craft prosthetics, but imo the operations themselves should only be based on the skill of your doctors.

But, that's just my opinion.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 03, 2016, 04:04:04 PM
Quote from: Autismo on January 03, 2016, 01:50:47 PM
Quote from: simon-82 on January 03, 2016, 04:57:54 AM
Quote from: Autismo on January 03, 2016, 04:30:30 AM
Any idea why I wouldn't be able to install some of the prosthetics in the modpack?

For example: one of my colonists is missing an ear. So, I bought a normal ear from a trading ship, but I can't install it on her. Another example: I bought an Advanced Bionic Jaw. I harvested the jaw from one of my colonists (because there was no option to install the bionic jaw), but even after doing that I only have options to harvest organs or euthanize her. I can't install the new jaw.

However, I was able to install a Simple Prosthetic Leg on one of my colonists who got her leg chopped off in a fight. Now, I crafted this leg instead of buying it, unlike the ear and jaw, but I can't see why that would make a difference.
Medicine II for installing simple prosthetics
Medicine III for transplanting natural organs
Medicine IV / V for installing bionics / adv. bionics
There is a help tab where you can read about the unlocks.
Oh? You need to do research to unlock the operations? That doesn't feel right to me. I can understand needing research to craft prosthetics, but imo the operations themselves should only be based on the skill of your doctors.

But, that's just my opinion.

Installing a peg leg is create a strap and a platform for the leg stump to set on....

Installing a simple prosthetic requires fitting a boot/cover to the leg, requires more knowledge/research than a peg leg...

Installing a bionic requires connections to the nerves and muscles in the body, requires more knowledge/research

so no it is just not about the skill of the doctor.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 03, 2016, 05:02:06 PM
the new texture of deep storage does not show the recourse image but some black lines instead

before in deep storage with original texture you could see everything what is stored where....now with this new texture I can't see what type of recourse is stored where unless I double click on every one and read what is stored

here is the screenshot

(http://i.imgur.com/jdURCbx.png)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 03, 2016, 05:40:36 PM
Quote from: NemesisN on January 03, 2016, 05:02:06 PM
the new texture of deep storage does not show the recourse image but some black lines instead

before in deep storage with original texture you could see everything what is stored where....now with this new texture I can't see what type of recourse is stored where unless I double click on every one and read what is stored

here is the screenshot
Yea, it is supposed to show that way.
It's a deep storage container, the top of that is container is a wood plank so the stack is covered with planks. I did it that way to show that the stack is inside the container, not laying on top of it.
Granted, there is only one big wooden plank on top of it now. You are right, that makes it kinda hard to see what's inside. I tested it in a much brighter environment tbh.
When it's not that dark, you can see pretty good what's inside.
But seeing your screenshot, I might change the texture again.
I think changing it to have 2 or 3 thinner planks on top still gives the desired effect and makes it easier to see through.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on January 03, 2016, 05:53:40 PM
The reason I don't like the storage with that texture is if you reverse where it's placed IE: Hopper on the right or bottom side, it'll store items IN the hopper. I tried making them symmetrical in my base having them both face inwards, but it doesn't work that way.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 03, 2016, 06:25:29 PM
maybe you should put a small icon in the middle of wooden plank that cover the recourse that indicates what type of recourse is stored

a small image type on top like a sticker

and light does not change anything its still hard to see any indication of what is inside
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 03, 2016, 06:54:36 PM
also look at this when you reach full capacity and they store 75 in the small one the recourse is under and it looks just bad

(http://i.imgur.com/8B1wnaG.png)

and here you can see that when deep storage is turned around so that metal thing faces up it stores the recourse in that small metal thing instead of the wooden thing and it just looks awful...I am storing wooden planks in this one

(http://i.imgur.com/0XIPN77.png)

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on January 03, 2016, 07:16:56 PM
Quote from: simon-82 on January 03, 2016, 08:59:27 AM
Quote from: NemesisN on January 03, 2016, 08:36:28 AM
did you got any respond from mod developer on those Shields that bugg out with combat realism ?
nope, nothing so far. I looked through his code myself to find the problem but couldn't find it. I could use the shields without the CR compatability patch but bullets would just fly through the shields then, which makes them useless. So I better leave them out.
I was looking for other shields to put into the pack instead. There are shields by Skullywag, but not sure if you can fire through those.

Shields now got a CR compatability patch, I would know as I bugged Jaxxa myself to make the patch... (Warning, get too close/have too fast bullets and the bullets phase through...)

I'd also like to suggest ED-Sargate, ED-laserdrill, ESM-MountainTemp and finally ESM-Smoothwall...
ESM mods: https://ludeon.com/forums/index.php?topic=16098.0;topicseen
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Autismo on January 03, 2016, 08:39:36 PM
Quote from: TLHeart on January 03, 2016, 04:04:04 PM
Quote from: Autismo on January 03, 2016, 01:50:47 PM
Quote from: simon-82 on January 03, 2016, 04:57:54 AM
Quote from: Autismo on January 03, 2016, 04:30:30 AM
Any idea why I wouldn't be able to install some of the prosthetics in the modpack?

For example: one of my colonists is missing an ear. So, I bought a normal ear from a trading ship, but I can't install it on her. Another example: I bought an Advanced Bionic Jaw. I harvested the jaw from one of my colonists (because there was no option to install the bionic jaw), but even after doing that I only have options to harvest organs or euthanize her. I can't install the new jaw.

However, I was able to install a Simple Prosthetic Leg on one of my colonists who got her leg chopped off in a fight. Now, I crafted this leg instead of buying it, unlike the ear and jaw, but I can't see why that would make a difference.
Medicine II for installing simple prosthetics
Medicine III for transplanting natural organs
Medicine IV / V for installing bionics / adv. bionics
There is a help tab where you can read about the unlocks.
Oh? You need to do research to unlock the operations? That doesn't feel right to me. I can understand needing research to craft prosthetics, but imo the operations themselves should only be based on the skill of your doctors.

But, that's just my opinion.

Installing a peg leg is create a strap and a platform for the leg stump to set on....

Installing a simple prosthetic requires fitting a boot/cover to the leg, requires more knowledge/research than a peg leg...

Installing a bionic requires connections to the nerves and muscles in the body, requires more knowledge/research

so no it is just not about the skill of the doctor.
I was under the impression that that kind of thing WAS related to the skill of the doctor? A unskilled doctor wouldn't be able to install an advanced bionic like that even with research. If this kind of knowledge isn't gained from the Medicine skill, what is? Getting really good at suturing things? Ability to cure diseases? Why do doctors get good at those things without research, but they can't install prosthetics? It seems contradictory to me.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 03, 2016, 08:46:52 PM
Quote from: Autismo on January 03, 2016, 08:39:36 PM

I was under the impression that that kind of thing WAS related to the skill of the doctor? A unskilled doctor wouldn't be able to install an advanced bionic like that even with research. If this kind of knowledge isn't gained from the Medicine skill, what is? Getting really good at suturing things? Ability to cure diseases? Why do doctors get good at those things without research, but they can't install prosthetics? It seems contradictory to me.

big difference between the skill of a doctor who can suture a wound, and one that can connect nerves to a bionic... requires a different skill/knowledge/research set. Both in rimworld and in real world. 
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Martiniator on January 03, 2016, 10:21:26 PM
Since I am scared of raids (I don't find it easy to make good defenses), I played with Phoebe Chillax on freeplay (the easiest) difficulty.
When I just felt I had decent enough defenses, I switched over to Sereniz Sadistic on basebuilding diff., which in my opinion shouldn't be hard at all.
As soon as I changed, a raid party of about 20 came checking out my place, with half a minute later a warg pack. Luckily they spawned in the same location, and the raiders took care of the wargs. When I had killed off the raiders, another group came. I took care of them too, but my automated defenses were pretty much destroyed.
Immediately after that a third group of raiders joined in and took care of my colony...
So, in short, in about 2 game days I got attacked by 3 raider parties, in total I guess about 60-70 people, and a warg pack. This doesn't feel right for a storyteller who is supposed to lower the amount of raids.
I wonder if I found a glitch/bug or if this is just terrible luck.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 04, 2016, 02:26:50 AM
Quote from: Martiniator on January 03, 2016, 10:21:26 PM
Since I am scared of raids (I don't find it easy to make good defenses), I played with Phoebe Chillax on freeplay (the easiest) difficulty.
When I just felt I had decent enough defenses, I switched over to Sereniz Sadistic on basebuilding diff., which in my opinion shouldn't be hard at all.
As soon as I changed, a raid party of about 20 came checking out my place, with half a minute later a warg pack. Luckily they spawned in the same location, and the raiders took care of the wargs. When I had killed off the raiders, another group came. I took care of them too, but my automated defenses were pretty much destroyed.
Immediately after that a third group of raiders joined in and took care of my colony...
So, in short, in about 2 game days I got attacked by 3 raider parties, in total I guess about 60-70 people, and a warg pack. This doesn't feel right for a storyteller who is supposed to lower the amount of raids.
I wonder if I found a glitch/bug or if this is just terrible luck.

you are not the first person to have this problem with the sereniz story teller...

so I loaded my current game, changed to sereniz, and had 3 raids in 3 days....not what that storyteller is supposed to do...

So here is a quick fix attached to this post. download it, unzip it and place it in your mods folder. Then go to the mods screen and add it to the list of mods, at the end is fine, but it must come after (below) MVP. 

It will fix sereniz to do what the description says, lots of small irritations, and fewer raids.

It is save compatible, as it only changes the sereniz storyteller.



[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NoImageAvailable on January 04, 2016, 03:56:00 AM
Quote from: Autismo on January 03, 2016, 08:39:36 PM
I was under the impression that that kind of thing WAS related to the skill of the doctor? A unskilled doctor wouldn't be able to install an advanced bionic like that even with research. If this kind of knowledge isn't gained from the Medicine skill, what is? Getting really good at suturing things? Ability to cure diseases? Why do doctors get good at those things without research, but they can't install prosthetics? It seems contradictory to me.

Medicine skill increases surgery/treatment success chances and speed, it does not unlock any treatment options or the like. A pawn with a 1 in medicine can suture internal bleedings and install bionic bodyparts, he just takes longer and has a higher chance of failing surgery/poor quality treatment.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 04, 2016, 04:58:33 AM
Quote from: WinterFlare on January 03, 2016, 05:53:40 PM
The reason I don't like the storage with that texture is if you reverse where it's placed IE: Hopper on the right or bottom side, it'll store items IN the hopper. I tried making them symmetrical in my base having them both face inwards, but it doesn't work that way.
Should have played around with the texture more, I agree.
I still like the idea of haveing the stack partially covered, though.
Since it is inside a deep container, makes sense to me. I'll make a new a new texture :)
Quote from: TLHeart on January 04, 2016, 02:26:50 AM
you are not the first person to have this problem with the sereniz story teller...

so I loaded my current game, changed to sereniz, and had 3 raids in 3 days....not what that storyteller is supposed to do...

So here is a quick fix attached to this post. download it, unzip it and place it in your mods folder. Then go to the mods screen and add it to the list of mods, at the end is fine, but it must come after (below) MVP. 

It will fix sereniz to do what the description says, lots of small irritations, and fewer raids.

It is save compatible, as it only changes the sereniz storyteller.
Don't know what's up with that Storyteller. I did not change anything in it. But thanks for the fix, will take a look at it and implement it in the pack
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 04, 2016, 07:43:53 AM
Quick update:

v.1.23a (find it here (https://github.com/simon-82/ModVarietyPack/releases))
- Changed: New texture for DeepStorage
- Changed: Sereniz storyteller spawns fewer large threats 
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 04, 2016, 08:15:38 AM
What , what? I nearly missed 2 updates?! :o Dam things like relationships and love, i have to play the new shiny version. ::) ... my sweetheart will understand this... ;D

By the way i hope you all had a good start in the new year? ^o^ And simon-82 thank you for the work you do. :3 You always do a good work to ruin my colonys. xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zaraky on January 04, 2016, 08:52:13 AM
Hey guys. I've been trying to install this mod pack for a while but it just won't work, saying mod are corrupted and stuff like that every time. I reinstalled from scratch all the time, copied the files into the game folder, ran the batch file, used the shortcut it gave and restarted the game after launching it once. What I am doing wrong for the mod to not load correctly?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 04, 2016, 08:57:17 AM
Are you playing with english or an other language? :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zaraky on January 04, 2016, 09:08:05 AM
English only
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 04, 2016, 09:47:14 AM
Have seen you installed all from scratch, i think rimworld included right? Tried to redownload the mod pack? You know sometimes downloads like to be meany and say "you dare to download me? i will crumble all my data, look how you deal with it!". ;D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zaraky on January 04, 2016, 09:53:50 AM
Yes, completely reinstalled rimworld from scratch, removed everything in the %appdata% folder, launched the newly installed game to restore the %appdata% to default, ( otherwise get error of config not being correct) then redownloaded the newly updated modpack, transferred everything, ran the batchfile, ran the game once and closed it, relaunch it and get the same error.

Would actually be easier if we could just dump the mod into the mod folder and activate them like other mod.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 04, 2016, 10:27:09 AM
Ok i even dont do the appdata stuff and i have no problem(no problems that i can see). ;D And if you say you use the shortcut that the mods need, i'm out i dont know the problem but in the view of knowledge for files i'm a little cookie maybe the others here can help you better. :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 04, 2016, 11:47:24 AM
the new texture for storage has a nice 2 wooden thin stripes so you can see recourses but you can also see the floor....and now it looks like recourses are sitting on the floor....it looks like a cage for recourses

a bottom texture part would look good so it looks like recourses are placed on storage and not on the floor
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 04, 2016, 11:48:01 AM
Quote from: Zaraky on January 04, 2016, 09:53:50 AM
Yes, completely reinstalled rimworld from scratch, removed everything in the %appdata% folder, launched the newly installed game to restore the %appdata% to default, ( otherwise get error of config not being correct) then redownloaded the newly updated modpack, transferred everything, ran the batchfile, ran the game once and closed it, relaunch it and get the same error.

Would actually be easier if we could just dump the mod into the mod folder and activate them like other mod.

You can do that. You don't have to use the script provided. You don't have to use the shortcut, savedata folder either. All of that is there for people who want to have multiple installations of the game, with different mods running, and a vanilla version also.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zaraky on January 04, 2016, 11:49:31 AM
well, since im playing with hardcore sk mod, having multiple version would be great, except it's just not working. so in the end , I might be stuck of playing on version only.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 04, 2016, 11:54:35 AM
Quote from: simon-82 on January 04, 2016, 04:58:33 AM
Quote from: WinterFlare on January 03, 2016, 05:53:40 PM
The reason I don't like the storage with that texture is if you reverse where it's placed IE: Hopper on the right or bottom side, it'll store items IN the hopper. I tried making them symmetrical in my base having them both face inwards, but it doesn't work that way.
Should have played around with the texture more, I agree.
I still like the idea of haveing the stack partially covered, though.
Since it is inside a deep container, makes sense to me. I'll make a new a new texture :)
Quote from: TLHeart on January 04, 2016, 02:26:50 AM
you are not the first person to have this problem with the sereniz story teller...

so I loaded my current game, changed to sereniz, and had 3 raids in 3 days....not what that storyteller is supposed to do...

So here is a quick fix attached to this post. download it, unzip it and place it in your mods folder. Then go to the mods screen and add it to the list of mods, at the end is fine, but it must come after (below) MVP. 

It will fix sereniz to do what the description says, lots of small irritations, and fewer raids.

It is save compatible, as it only changes the sereniz storyteller.
Don't know what's up with that Storyteller. I did not change anything in it. But thanks for the fix, will take a look at it and implement it in the pack

That storyteller sereniz, has been broken since released by the original author. But the number of people who want fewer raids, is small, so few complaints/reports.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 04, 2016, 12:24:47 PM
Quote from: Zaraky on January 04, 2016, 11:49:31 AM
well, since im playing with hardcore sk mod, having multiple version would be great, except it's just not working. so in the end , I might be stuck of playing on version only.

do a manual installation then, just like you have to do with hardcore sk....

Create a new folder (I named it MVP) to contain all of Rimworld, the mods, and the saved data. Install a clean version of rimworld to your new MVP folder. . Create a shortcut to this installation of Rimworld. Right click the shortcut, go to properties,   Add this to the target: in the properties tag.  -savedatafolder SaveData Click apply, and ok. Screenshot of how the target line looks after adding the switch.

Run rimworld once to create the data files.

close rimworld.

Extract the files from the mod into the mods folder.
go to the savedata/config/ folder and delete the modsconfig file there.
copy the modsconfig file from the pack to the savedata/config/ folder.

you now have a separate modded version of rimworld.



[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 04, 2016, 12:39:41 PM
Quote from: TLHeart on January 04, 2016, 12:24:47 PM
do a manual installation then, just like you have to do with hardcore sk.......
(...snip)
Thanks for explaining TLHeart :)
Creating this shortcut you explained is done by the script. Nothing more, nothing less.
I had exactly that explanation on the wiki before.

In the beginning it was "Where do I put the modconfig file? appdata? What? The modpack is not working!"

So I thought, well, just put the modconfig in a folder where the game is.
Simply do a shortcut to that.
That's easier, right? ... But nope.

Then it was like "How do I create a shortcut on Windows? It's too complicated! The modpack is not working!"
So I thought, well, I just make a script for this then.
That's easier, right? ... But nope.

Then it was like "The script is not working! The modpack is not working!"
So I'm not sure what else I can do...

EDIT: DERP!
Hotfix 1.23b released here (https://github.com/simon-82/ModVarietyPack/releases)
- hotfix tailor's bench
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: onearchitype on January 04, 2016, 01:54:19 PM
Thanks for the update. Cool new features. However, I started a new game ...(clean install) with 1.23 and the tailor's workbench will not work. Is anyone else having a problem with this bench using 1.23?

Prior to 1.23 I was using kNumbers with MVP cause its another amazing mod but it seems to not like the 1.23 version. I'm hoping you will add it to your modpack.

I am now playing using only the modpack and the tailor's workbench seems to not act on assigned bills.  :(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 04, 2016, 02:52:26 PM
Well if he has a working copy of hardcore, then he understands how to put mods where they go...

I understand what you script does, and it seems like it should always work, but there are so many configurations, options, that for some it is not... 

So I thought I would try to explain it.

Some people understand by words, some by pictures, some by doing... others will never understand, and we create scripts for those people.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Tyriss on January 05, 2016, 04:27:16 PM
Love the modpack mate. It got me back into the game. I'm currently conflicted though if I want to play this modpack or just use Prepare carefully with the Crash Landing mod. Crash Landing mod is amazing, I tried adding it to the modpack but it caused researching to bug out. Not sure if me or if that is replicated for everyone.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: onearchitype on January 05, 2016, 06:56:23 PM
Quote from: Tyriss on January 05, 2016, 04:27:16 PM
Love the modpack mate. It got me back into the game. I'm currently conflicted though if I want to play this modpack or just use Prepare carefully with the Crash Landing mod. Crash Landing mod is amazing, I tried adding it to the modpack but it caused researching to bug out. Not sure if me or if that is replicated for everyone.

The same thing happened to me with this latest version when trying to use kNumbers. I had always been able to use it in the past. You may want to try Crash Landing with release 1.22.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 05, 2016, 07:47:25 PM
Quote from: Tyriss on January 05, 2016, 04:27:16 PM
Love the modpack mate. It got me back into the game. I'm currently conflicted though if I want to play this modpack or just use Prepare carefully with the Crash Landing mod. Crash Landing mod is amazing, I tried adding it to the modpack but it caused researching to bug out. Not sure if me or if that is replicated for everyone.

if you add other mods to a mod pack it can cause problems like that
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Tivec on January 06, 2016, 01:37:11 PM
Ehm, I think something is seriously wrong with research. I built a research bench, but this is what I see when I open up the research screen: http://i.imgur.com/FgJAYdd.png

Error from log:
Exception filling window for CommunityCoreLibrary.MainTabWindow_Research: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.MainTabWindow_Research+<>c.<RefreshSource>b__29_10 (CommunityCoreLibrary.HelpDef rpd) [0x00000] in <filename unknown>:0
  at System.Linq.SortSequenceContext`2[CommunityCoreLibrary.HelpDef,System.String].Initialize (CommunityCoreLibrary.HelpDef[] elements) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[CommunityCoreLibrary.HelpDef].PerformSort () [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[CommunityCoreLibrary.HelpDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[CommunityCoreLibrary.HelpDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[CommunityCoreLibrary.HelpDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateReverseIterator>c__IteratorF`1[CommunityCoreLibrary.HelpDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Count[HelpDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.MainTabWindow_Research.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey1C3.<>m__EE (Int32 x) [0x00000] in <filename unknown>:0 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Edit: Sorted out with a restart of RimWorld. Very strange.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 06, 2016, 01:56:27 PM
@Tivec: Had the same problem and fixed it the same way. xD Very very strange.~

So but i have another problem, in the outfit menu i cant find the cowboy hat and a few others. By the way above hats, i really really love the new seperation for the hats and the other clothing. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 06, 2016, 02:18:56 PM
Quote from: Kitsune on January 06, 2016, 01:56:27 PM
@Tivec: Had the same problem and fixed it the same way. xD Very very strange.~

So but i have another problem, in the outfit menu i cant find the cowboy hat and a few others. By the way above hats, i really really love the new seperation for the hats and the other clothing. ^~^
Hm, yea this can happen when the mods get changed (or loadad the 1st time). That's why I recommended to restart the game after loading the first time.

Thanks Kitsune :) Glad you are still playing with the modpack and that you like the changes.
About the hats missing, I had a quick look at the code and it seems I missed the 2 vanilla hats while doing the switcheroo of the tables, I think.
Can you confirm that only the 2 vanilla hats (cowboy + tuque) are missing?
It looks like that to me. The others are all there I believe. (so many hats...(yay! :)))

Oh by the way, have you seen the new heads? The males can have beards now.
But I had a hard time getting good ideas for the female heads :(
So now I have one female head with freckles and 2 with (badass) scars.
You surely have some good ideas for new female heads, right? Let me know! :) 
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skullywag on January 06, 2016, 02:36:58 PM
Lipstick. Beauty spot. Eyeliner. Piercings. Go.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 06, 2016, 03:49:57 PM
Quote from: simon-82 on January 06, 2016, 02:18:56 PMThanks Kitsune :) Glad you are still playing with the modpack and that you like the changes.
Rimworld is a game that is to nice to put aside. :D Sometimes it gets boring but as soon something gets an update im back and i like mods and mod packs with a better research so your mod pack is a must have for me. ^~^ I was busy over the holidays, things like my darling and friends need love and i cant put games in their way because they will get mad if i do that. xD

Quote from: simon-82 on January 06, 2016, 02:18:56 PMAbout the hats missing, I had a quick look at the code and it seems I missed the 2 vanilla hats while doing the switcheroo of the tables, I think.
Can you confirm that only the 2 vanilla hats (cowboy + tuque) are missing?
It looks like that to me. The others are all there I believe. (so many hats...(yay! :)))
As far as i seen only the 2 vanilla hats are missing but im not 100% sure only uhm 90%. :D

Quote from: simon-82 on January 06, 2016, 02:18:56 PMOh by the way, have you seen the new heads? The males can have beards now.
But I had a hard time getting good ideas for the female heads :(
So now I have one female head with freckles and 2 with (badass) scars.
You surely have some good ideas for new female heads, right? Let me know! :)
The only downside for me with the new heads is, with all new clothing, i need so much time in the charcreation. So much scrolling. :'(
Sadly, freckles are the only thing beside scars i can imagine most time i prefer "clean" faces. ;)

Quote from: skullywag on January 06, 2016, 02:36:58 PM
Lipstick. Beauty spot. Eyeliner. Piercings. Go.
I think piercings are hard to make because with the images they have to be tiny and i think they will be to tiny. :D Lipstick will be no option i think no colonist shows their mouths. :o Eyeliner and beatuy spots sure i think. And "Go" i dont know actualy im not nativ english and i think the translation "going" is wrong. xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skullywag on January 06, 2016, 04:07:15 PM
"Go" i just meant GO start working in it. :)

still think lipstick (as in big red lips) would look amazing. :p
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: wakko151 on January 06, 2016, 04:07:43 PM
This is such a great modpack so far. I am really loving the new progression as it makes me feel like after 2 hours of play its not just repetion. This game is very hard in the beginning for me because I play Randy on Normal. But it is still possible I would say 4 out of 10 starts don't end in complete disaster which is lower then the original game which was 9 out of 10. Still it feels more satisfying when i reach even the power plant stage. Please don't ever rush with this modpack. I think we all appreciate the level of attention to detail and balance that you have put into the game so far.

Thank You.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 06, 2016, 05:03:46 PM
Quote from: skullywag on January 06, 2016, 04:07:15 PM
"Go" i just meant GO start working in it. :)

still think lipstick (as in big red lips) would look amazing. :p

Woopsie. :D Hm i think i agree with you but somehow i have a little bit fear, that colonists with mouths dont look good. ;D

Quote from: wakko151 on January 06, 2016, 04:07:43 PM
This is such a great modpack so far. I am really loving the new progression as it makes me feel like after 2 hours of play its not just repetion. This game is very hard in the beginning for me because I play Randy on Normal. But it is still possible I would say 4 out of 10 starts don't end in complete disaster which is lower then the original game which was 9 out of 10. Still it feels more satisfying when i reach even the power plant stage. Please don't ever rush with this modpack. I think we all appreciate the level of attention to detail and balance that you have put into the game so far.

Yep with better research progression rimworld gets a nice feeling even sometimes my beloved sweet pheobe near kills me with basebuilder difficulty. :D For my actual game... grow season apr-nov i think it was and the HALF of it had cold snap. If i had no good hunter i already had lost it. But i fear the winter a bit. ^-^

I actualy build a colony with an hotel(for the time now sadly with tiny rooms) but i can already give 7 guests fluffy beds for sleep. :D A guest already left some silver as a reward, i like this. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 06, 2016, 06:06:22 PM
I noticed (don't know if its a modpack issue or mod itself) that when you add a Bill on shooting range to train your colony shooting skill when they reach 20 (max) shooting skill they keep training on it even tho they are maxed out on that skill

I don't want them to train because its pointless if their skill is max they just waste time and other colony can't train because its occupied

They should stop training once they hit 20 (max) on their skill and let others train who did not hit max
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: wakko151 on January 06, 2016, 06:09:59 PM
what do you mean you make a hotel?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Carlyscarlet on January 06, 2016, 06:19:58 PM
Quote from: simon-82 on January 06, 2016, 02:18:56 PM
Quote from: Kitsune on January 06, 2016, 01:56:27 PM
@Tivec: Had the same problem and fixed it the same way. xD Very very strange.~

So but i have another problem, in the outfit menu i cant find the cowboy hat and a few others. By the way above hats, i really really love the new seperation for the hats and the other clothing. ^~^
Hm, yea this can happen when the mods get changed (or loadad the 1st time). That's why I recommended to restart the game after loading the first time.

Thanks Kitsune :) Glad you are still playing with the modpack and that you like the changes.
About the hats missing, I had a quick look at the code and it seems I missed the 2 vanilla hats while doing the switcheroo of the tables, I think.
Can you confirm that only the 2 vanilla hats (cowboy + tuque) are missing?
It looks like that to me. The others are all there I believe. (so many hats...(yay! :)))

Oh by the way, have you seen the new heads? The males can have beards now.
But I had a hard time getting good ideas for the female heads :(
So now I have one female head with freckles and 2 with (badass) scars.
You surely have some good ideas for new female heads, right? Let me know! :)
Tattoos? Dirt? More scars? Just throwing ideas here.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 06, 2016, 06:37:02 PM
Bug report, and first crash to desktop I have ever had with rimworld.

Moved into an ancient structure... collected loot, and set up.

Went to deconstruct the wall to the room containing the mechs, and rimworld stopped responding.

Quit, restarted rimworld, loaded save from before, set the wall to be deconstructed again, get this error message....

Called PawnHostileTo with null faction.

And the mech is NOT hostile to anyone.

Output log is attached, and so is the save file from before deconstruction of the wall. 

Deconstruct any section of the wall to the hidden room in the southeast corner.

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 06, 2016, 06:39:37 PM
On the beards, they look strange when a blond beard is on a coal black haired colonists.. any way to at least get the same color of hair for the head and the beard?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 07, 2016, 08:07:14 AM
Quote from: wakko151 on January 06, 2016, 06:09:59 PM
what do you mean you make a hotel?

You can build guest beds, if you have them, guest will sleep in them and if they are happy you get rewards. :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 07, 2016, 10:19:27 AM
Quote from: NemesisN on January 06, 2016, 06:06:22 PM
I noticed (don't know if its a modpack issue or mod itself) that when you add a Bill on shooting range to train your colony shooting skill when they reach 20 (max) shooting skill they keep training on it even tho they are maxed out on that skill

I don't want them to train because its pointless if their skill is max they just waste time and other colony can't train because its occupied

They should stop training once they hit 20 (max) on their skill and let others train who did not hit max


anyone know the name of this mod for training ? So I tell this there if this is not a modpack problem but the mod itself
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: xxj6xx on January 07, 2016, 10:39:13 AM
Loving this mod pack like no other pack before it, but got a few questions:

-Installation: How does one update the modpack to a current version? Does it require any extra steps, and will I have to start a new game? I'm running v1.22 of MVP.

-Terraforming pumps: Can't be used indoors (under a roof), and are non-removable?
So, no cave gardens? Hydroponics are great and all, but what about an indoor park with grass and trees? Maybe the cost can be significantly increased to offset how useful that would be? And give back less when torn down?

-Guests: Why do they all go broken/berzerk in my chicken pens? WTH GUYS, leave my poor chickens alone!

-Books: Is there any way to get them other than traders? Not seeing a desk for writing in furniture or other sub-menu.

-Duct system: How is this supposed to work, exactly? Does each room need an input and output vent, ducted to two seperate units (upper and lower channel)? I feel stupid asking this, since I know how it should work IRL.....

That's it for now, thanks for assembling and creating this pack. The game should come with it, IMHO.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 07, 2016, 10:50:41 AM
Quote from: xxj6xx on January 07, 2016, 10:39:13 AM
-Installation: How does one update the modpack to a current version? Does it require any extra steps, and will I have to start a new game? I'm running v1.22 of MVP.
I only delete all in the mod folder copy a new "core" folder from the rimworld rar pack and copy "mod" and "savedata" from the MVP rar pack and i near never have problems with that. xD

Quote from: xxj6xx on January 07, 2016, 10:39:13 AM-Guests: Why do they all go broken/berzerk in my chicken pens? WTH GUYS, leave my poor chickens alone!
With the last updated hospitality integrated in the MVP it should not happen IF you have an room that is better looking as your chicken pens. :D I dont be 100% sure with the norbals... they are... strange. xD

Quote from: xxj6xx on January 07, 2016, 10:39:13 AM-Books: Is there any way to get them other than traders? Not seeing a desk for writing in furniture or other sub-menu.

As far i seen they are only buyable.^~^

Quote from: xxj6xx on January 07, 2016, 10:39:13 AM-Duct system: How is this supposed to work, exactly? Does each room need an input and output vent, ducted to two seperate units (upper and lower channel)? I feel stupid asking this, since I know how it should work IRL.....
I have trouble with them too. Maybe its better for you to look in the main thread for the duct-thingys, there are a few descriptions how they should work. :3
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 07, 2016, 10:59:45 AM
Quote from: xxj6xx on January 07, 2016, 10:39:13 AM
Loving this mod pack like no other pack before it, but got a few questions:

-Installation: How does one update the modpack to a current version? Does it require any extra steps, and will I have to start a new game? I'm running v1.22 of MVP.
New versions are not save compatible, and require a new colony, so yes you will need to do a complete fresh install and start a new colony.
Quote
-Terraforming pumps: Can't be used indoors (under a roof), and are non-removable?
So, no cave gardens? Hydroponics are great and all, but what about an indoor park with grass and trees? Maybe the cost can be significantly increased to offset how useful that would be? And give back less when torn down?
Makes the game too easy to be able to place soil in a cave... as for being removable, as in boxed up and moved, that does not work with the way the mod is written.
Quote
-Guests: Why do they all go broken/berzerk in my chicken pens? WTH GUYS, leave my poor chickens alone!

That was from the hospitality mod, and have been changed to where guest don't prefer the barn, and you now can even build guest beds that create a guest room for them that they may pay for. needs a new colony and version 1.23b

Quote-Books: Is there any way to get them other than traders? Not seeing a desk for writing in furniture or other sub-menu.
no, not in the current mod pack.

Quote
-Duct system: How is this supposed to work, exactly? Does each room need an input and output vent, ducted to two seperate units (upper and lower channel)? I feel stupid asking this, since I know how it should work IRL.....

Go and read the redist heat mod, as many people have troubles getting the pipes and vents to work... takes more vents to get the network temperature to the needed temperature to make the system work than one thinks.  For me it is easier to just use the wall mounted heaters and coolers.

Quote
That's it for now, thanks for assembling and creating this pack. The game should come with it, IMHO.

Sidenote for simon...
in the latest release of additional joy items, which you are already using there is the ability to craft paper, make books, and a writing table.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Avtomatik on January 07, 2016, 07:13:20 PM
Got two problems, not sure if they are because of the mod:

Tailor's bench is not working. Nobody wants to touch it with a stick and I cant right click on it to make them do anything on it.
Same thing with dirt. Nobody cleans anything and its unclickable. :/
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Stephanuz on January 07, 2016, 08:33:14 PM
Whenever I want to research something, it doesn't show any 'research' in my research tab.

FIXED : After 3 reloads, it finally showed the reasearch tree.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 07, 2016, 09:32:41 PM
Quote from: Avtomatik on January 07, 2016, 07:13:20 PM
Got two problems, not sure if they are because of the mod:

Tailor's bench is not working. Nobody wants to touch it with a stick and I cant right click on it to make them do anything on it.
Same thing with dirt. Nobody cleans anything and its unclickable. :/

EDIT: DERP!
Hotfix 1.23b released here
- hotfix tailor's bench
Do you have 123b? for the tailors bench did have a missing workgiver.. and was fixed.

For cleaning, you MUST designate the zone you want cleaned with the cleaning zone tool... looks like a broom/brush in the zone/area tab. Same place you create stockpiles, growing zone...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on January 08, 2016, 11:14:38 AM
if I change the difficulty level (not story) to my existing world will it brake the game so raids will never come or it will run just fine
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 08, 2016, 12:41:28 PM
Quote from: NemesisN on January 08, 2016, 11:14:38 AM
if I change the difficulty level (not story) to my existing world will it brake the game so raids will never come or it will run just fine

Changing storytellers or difficulty does not brake the game in alpha 12. I do it all the time with MVP also.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 09, 2016, 12:58:23 PM
v.1.24 is up for grabs here (https://github.com/simon-82/ModVarietyPack/releases)

Not sure what is causing the random thing with the research window yet.
And the error TLHeart reported on the last page is also still being looked at.
I still wanted to push this update out to you because I found out the tiny thing with the 2 vanilla hats being not in the right category can lead other, more serious errors. 

Changelog:
- Fixed: Vanilla hats category is displayed properly under headgear
- Added: AllowTool (Easily unforbid items)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Akiruu on January 10, 2016, 01:53:02 AM
Are infusions working properly?

I am a new user to the mod and when i stack research speed items, i am not sure if they work. When i go to character and press the I to see the exact percentages for research speed - there doesnt seem to be a difference in the total speed when i have gear on or off. Some gear clearly works like if the item give + stats (ie cowboy = + social), but the infusion part doesnt seem to work for me. Or they are listed and say = 0%.

Also equipping a weapon (uninfused) also seems to lower my research speed.


Here is a pic of my gear and the stats page: http://imgur.com/6bvth80

Does anyone have this problem?

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: mav on January 10, 2016, 07:43:02 AM
BUG - unable to hit target.

I attached a screenshot. I try to shoot a thrumbo that is downed.

If I fire at it from this position, I am able to hit it.

If I move one or two squares closer, I am suddently unable to hit it, although the calculated chance to hit goes up.

The planning zone shows the area I am unable to hit from.

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on January 10, 2016, 08:55:15 AM
Quote from: mav on January 10, 2016, 07:43:02 AM
BUG - unable to hit target.

I attached a screenshot. I try to shoot a thrumbo that is downed.

If I fire at it from this position, I am able to hit it.

If I move one or two squares closer, I am suddently unable to hit it, although the calculated chance to hit goes up.

The planning zone shows the area I am unable to hit from.
This is a known issue with combat realism, which they've been so far unable to track down.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 10, 2016, 10:52:40 AM
Quote from: mav on January 10, 2016, 07:43:02 AM
BUG - unable to hit target.

I attached a screenshot. I try to shoot a thrumbo that is downed.

If I fire at it from this position, I am able to hit it.

If I move one or two squares closer, I am suddently unable to hit it, although the calculated chance to hit goes up.

The planning zone shows the area I am unable to hit from.

your thrumbo appears to be laying on a steam geyser. No gun will every hit him there, as the geyser is providing cover... combat realism mechanic. Same thing happens if an animal lands on a rock chunk. You can rescue the animal, move a few steps, draft, undraft the colonist doing the rescue, and then kill the animal.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Der Failer on January 10, 2016, 11:41:02 AM
Quote from: simon-82 on January 04, 2016, 12:39:41 PM
-snip-
Then it was like "The script is not working! The modpack is not working!"
So I'm not sure what else I can do...
-snip-
About stuff not work and scripts and such... you perhaps want to take a look at this bug (https://ludeon.com/forums/index.php?topic=17284.0). I found this playing your modpack*, althougt it is a vanilla bug. None the less it effects everyone how uses your script for the shortcut.

Also love the modpack.

*btw why is almost everybody refering to this as a mod when it is clearly a modpack, i mean its even in the title. o.O
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: mav on January 10, 2016, 11:41:53 AM
Quote from: TLHeart on January 10, 2016, 10:52:40 AM
Quote from: mav on January 10, 2016, 07:43:02 AM
BUG - unable to hit target.

I attached a screenshot. I try to shoot a thrumbo that is downed.

If I fire at it from this position, I am able to hit it.

If I move one or two squares closer, I am suddently unable to hit it, although the calculated chance to hit goes up.

The planning zone shows the area I am unable to hit from.

your thrumbo appears to be laying on a steam geyser. No gun will every hit him there, as the geyser is providing cover... combat realism mechanic. Same thing happens if an animal lands on a rock chunk. You can rescue the animal, move a few steps, draft, undraft the colonist doing the rescue, and then kill the animal.

I removed walls, that's why there is missing snow. I only miss the Thrumbo if I am standing inside one of the marked squares.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: mav on January 10, 2016, 11:49:54 AM
Quote from: Fluffy (l2032) on January 10, 2016, 08:55:15 AM
Quote from: mav on January 10, 2016, 07:43:02 AM
BUG - unable to hit target.

I attached a screenshot. I try to shoot a thrumbo that is downed.

If I fire at it from this position, I am able to hit it.

If I move one or two squares closer, I am suddently unable to hit it, although the calculated chance to hit goes up.

The planning zone shows the area I am unable to hit from.
This is a known issue with combat realism, which they've been so far unable to track down.

Are you sure that they already know about this particular bug? The only known issue listed in the mod post is:
Quote from: NoImageAvailable on January 29, 2015, 12:27:41 PM
The tooltips for weapons don't correspond to their actual stats or chances to hit.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NoImageAvailable on January 10, 2016, 02:03:59 PM
Quote from: mav on January 10, 2016, 11:49:54 AM
Are you sure that they already know about this particular bug? The only known issue listed in the mod post is:
Quote from: NoImageAvailable on January 29, 2015, 12:27:41 PM
The tooltips for weapons don't correspond to their actual stats or chances to hit.

I'm not very good at keeping the OP up to date. The issue has been known for a while now but it has nothing to do with geysers, it just happens when large animals get downed and a hunter tries to finish it off from close range. Its on my list of things to fix for the next CR release but until then a workaround is to simply draft the pawn, have him step one tile further back and shoot from there.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Bestusername15 on January 10, 2016, 05:40:24 PM
I followed the steps to download this mod (Windows btw) and after restarting the game and activating all the mods it said incompatible/corrupted ect. does anyone have a solution to this or am I just stupid and didn't follow directions right?? :'(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on January 11, 2016, 03:12:35 AM
Quote from: Bestusername15 on January 10, 2016, 05:40:24 PM
I followed the steps to download this mod (Windows btw) and after restarting the game and activating all the mods it said incompatible/corrupted ect. does anyone have a solution to this or am I just stupid and didn't follow directions right?? :'(
It's simple after few times. Did you do all steps from wiki? https://github.com/simon-82/ModVarietyPack/wiki/ModPack-Installation:-Windows ? Have you started from created in 4. shortcut? it will add to your shortcut like - savedatafolder SaveData or something like this, i don't remember, where is included mod config.
It works for me fine. And make 5. Run game once and restart it.. and check again
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 11, 2016, 10:58:16 PM
The modpack is great, but isn't the difficulty scaling a bit high? Progression is a bit slower than the base game, and I've been getting huge raids with advanced tech before I can really get started, even while having one person dedicated to research.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 11, 2016, 11:15:24 PM
Quote from: Reviire on January 11, 2016, 10:58:16 PM
The modpack is great, but isn't the difficulty scaling a bit high? Progression is a bit slower than the base game, and I've been getting huge raids with advanced tech before I can really get started, even while having one person dedicated to research.

depends on the story teller you are using, since they do vary greatly. And yes it is harder, and takes longer to get a stable base up and running.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 11, 2016, 11:29:15 PM
I guess, maybe I'm just bad. Still fairly new to the game.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on January 12, 2016, 03:49:40 AM
Quote from: Reviire on January 11, 2016, 10:58:16 PM
The modpack is great, but isn't the difficulty scaling a bit high? Progression is a bit slower than the base game, and I've been getting huge raids with advanced tech before I can really get started, even while having one person dedicated to research.
Yeah, it's hard. I'm actually playing on the first new one from the top, and it's hard to get started as you've said. I've barely alived 2-3 times or raid's and now when I've got sniper rifles + optics it's better, but still hard. Research is taking too long time, don't really know what do research first, and what after. I know there is research tree on wiki, but it makes my game little bit unpredictable.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 12, 2016, 05:33:02 AM
Quote from: SURU on January 12, 2016, 03:49:40 AM
Quote from: Reviire on January 11, 2016, 10:58:16 PM
The modpack is great, but isn't the difficulty scaling a bit high? Progression is a bit slower than the base game, and I've been getting huge raids with advanced tech before I can really get started, even while having one person dedicated to research.
Yeah, it's hard. I'm actually playing on the first new one from the top, and it's hard to get started as you've said. I've barely alived 2-3 times or raid's and now when I've got sniper rifles + optics it's better, but still hard. Research is taking too long time, don't really know what do research first, and what after. I know there is research tree on wiki, but it makes my game little bit unpredictable.
From what I've seen, pistols are godlike at close range, especially if you make sure the raiders have to go around a corner to get to you, and have the pistols within range of said corner. The fast firerate mows down raiders, even if their shooting skill is low.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Listen1 on January 12, 2016, 07:11:06 AM
Hey, great modpack, I just got a labrador retriver pen, they were starting to give birth to puppies, all so cute and dandy, then sappers tunneled their way in, killed all my doggies and half my colonists.

This game is sad. Would play again.

Also, the event where someone from other colony appears and says "Hey, I heard there are some cool stuff there" and you can send some colonists in there is great. One of the best features i've ever seen.

Keep up the good work.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: hoochy on January 13, 2016, 03:08:33 AM
Great modpack!! There are no upgrade instructions on the github. Is it only possible to use this mod by deleting everything and restarting?

I saw there were some fixes to hats in the latest release which I thought wouldn't break much if anything but can't find the way to just upgrade my existing version.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on January 13, 2016, 08:33:18 AM
Quote from: hoochy on January 13, 2016, 03:08:33 AM
Great modpack!! There are no upgrade instructions on the github. Is it only possible to use this mod by deleting everything and restarting?

I saw there were some fixes to hats in the latest release which I thought wouldn't break much if anything but can't find the way to just upgrade my existing version.
Do you mean fixes to hats, it is in one mod in this modpack? If yes just replace files in this mod to upgrade. If names are different change it in ModConfig.xml. It should work i think.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 13, 2016, 11:07:00 AM
Yea I was just bad lol. I'm loving this modpack more, now that I've figured out how to deal with raids. Corners are op, man.

http://puu.sh/muglY.jpg , so far.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Listen1 on January 13, 2016, 11:08:35 AM
For my colony i've been trying to remove some clutter, like the norbal clothes, hats and other apparel itens, but haven't succeded in this...

Does anyone know how to deactivate every other type of clothes that aren't in the vanilla game?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 13, 2016, 11:11:29 AM
Quote from: Listen1 on January 13, 2016, 11:08:35 AM
For my colony i've been trying to remove some clutter, like the norbal clothes, hats and other apparel itens, but haven't succeded in this...

Does anyone know how to deactivate every other type of clothes that aren't in the vanilla game?
Pretty sure the tailoring bench lets you turn them into cloth.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 13, 2016, 11:15:46 AM
Quote from: Listen1 on January 13, 2016, 11:08:35 AM
For my colony i've been trying to remove some clutter, like the norbal clothes, hats and other apparel itens, but haven't succeded in this...

Does anyone know how to deactivate every other type of clothes that aren't in the vanilla game?

Can not be done easily. ie remove a mod, as all of the mods are intertwined with each other to make the research tree, and recipes work within the mod pack.  You would have to edit the individual xml files to remove the items you do not want.

Why remove the extra clothing, just break it down into usable textiles and tailor your own. Check the bills at the tailor's loom, for recycle apparel. That is possible in this modpack.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Listen1 on January 13, 2016, 11:18:13 AM
Yes, that is the second option, I'll get on it.

Thanks for the quick response.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zederikus on January 13, 2016, 11:35:30 AM
Hello guys!
I need some help, because when I activate the mods it pauses for a couple seconds and tells me that the mods are not compatible, and that the game reset all of them. I don't know why... I restarted the game a couple times too, but still the same stuff. Do I have to restart the PC? (Sorry if I sound dumb.)

Thanks guys
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 13, 2016, 02:31:15 PM
Quote from: Zederikus on January 13, 2016, 11:35:30 AM
Hello guys!
I need some help, because when I activate the mods it pauses for a couple seconds and tells me that the mods are not compatible, and that the game reset all of them. I don't know why... I restarted the game a couple times too, but still the same stuff. Do I have to restart the PC? (Sorry if I sound dumb.)

Thanks guys

Are you using any other mods aside from the ones in this modpack, and if not, did you install the modpack correctly? (To be honest, a .bat was weird.)

That's really all I can help you with.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 13, 2016, 03:38:02 PM
Quote from: Zederikus on January 13, 2016, 11:35:30 AM
Hello guys!
I need some help, because when I activate the mods it pauses for a couple seconds and tells me that the mods are not compatible, and that the game reset all of them. I don't know why... I restarted the game a couple times too, but still the same stuff. Do I have to restart the PC? (Sorry if I sound dumb.)

Thanks guys

If you install the mod pack correctly, no need to activate any mods...

Start with a clean install of rimworld.
Run rimworld once. do not create any worlds or colonies. Quit rimworld.
Extract the mods to the mod folder of rimworld.
Copy the modsconfig file to the folder in the rimworld config folder.
Now that folder will be either in the appdata/localow/Ludeon Studios/rimworld/config

or local to the installation of rimworld if you used the batch file, with the -savedata switch.

After this all mods are active... if you start rimworld, click on mods, and get a list on the left side with names and "x" then the modconfig file was not copied to the correct location.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on January 13, 2016, 04:52:37 PM
Greetings again! After following the clean installation according to the instructions, successfully executing the setup and starting a new game with the shortcut, the game created a new SaveData folder in the game folder after exiting. Then I moved the script-created shortcut "RimWorld ModVarietyPack" to the desktop and started the game again as usual. The settings were reverted to default, even the mods were inactive (listed in the mods though). The game also created a new SaveData folder on my desktop, which I kinda dislike :( Is there any way to prevent the shortcut "RimWorld ModVarietyPack" from creating a new SaveData folder in the folder, where the shortcut is placed and use the original game folder instead? Thanks for any help and your effort on this great mod! :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zederikus on January 13, 2016, 05:59:47 PM
Still not working :( I'm getting depressed.
Is there a video for dummies like me?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on January 14, 2016, 06:42:46 AM
Quote from: cst89 on January 13, 2016, 04:52:37 PM
Greetings again! After following the clean installation according to the instructions, successfully executing the setup and starting a new game with the shortcut, the game created a new SaveData folder in the game folder after exiting. Then I moved the script-created shortcut "RimWorld ModVarietyPack" to the desktop and started the game again as usual. The settings were reverted to default, even the mods were inactive (listed in the mods though). The game also created a new SaveData folder on my desktop, which I kinda dislike :( Is there any way to prevent the shortcut "RimWorld ModVarietyPack" from creating a new SaveData folder in the folder, where the shortcut is placed and use the original game folder instead? Thanks for any help and your effort on this great mod! :)
First of all you did it wrong and not according to the instructions. Do that: go to the game folder, delete all items in Mods folder EXCEPT Core, run game from the old shortcut, then exit. Now copy new Mods folder and SaveData(Yes to all) folder and SETUP file to the game folder(NO on desktop!), Run setup -> It will create shortcut with properties like -savedatafolder SaveData(you can check it with rmb), then start game using NEW shortcut, exit, run again and check. Mods should be activated at last after last run.
Don't expect miracles from this SETUP, it's just simple Windows commands, which don't distinguish if you copy it on desktop or to the game folder.
If it won't help make screenshots what you doing step by step and next i will give you mine.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on January 14, 2016, 06:47:47 AM
Quote from: simon-82 on November 01, 2015, 02:28:54 PM
Also maybe you can add to this modpack mods like:
- Numbers !!!
- Extended Woodworking
- Chop
It will be great. I don't have time for even add it for my own use and modifying files.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 14, 2016, 02:34:55 PM
Love the overall way the mod plays, but theres something I dearly miss from other mod packs..

Shields.. and I don't mean personal shields, I mean buildings you build to keep your turrets from being kaboom when they one last guy can outrange them with a rocket launcher..

I've tried two shield mods I found on the forum, but neither seem to work..
https://ludeon.com/forums/index.php?topic=14192.0
and
https://ludeon.com/forums/index.php?topic=14135.msg186819#msg186819

Vas's (ED-shields) can be built, but the info text on the building is messed up pretty bad,  (http://imgur.com/8rPP6Sl) it won't show me the power usage, shield hp or anything.
And the one from Skullywags builds fine, but doesn't actually block anything... Bullets pass right through to my turrets, maybe I'm missing something..

Any help would be appreciated, I realize you are not the author of these mods, but I figure it could be something to look into, an optional extra if you will..

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on January 14, 2016, 03:01:13 PM
Quote from: SURU on January 14, 2016, 06:42:46 AM

First of all you did it wrong and not according to the instructions. Do that: go to the game folder, delete all items in Mods folder EXCEPT Core, run game from the old shortcut, then exit. Now copy new Mods folder and SaveData(Yes to all) folder and SETUP file to the game folder(NO on desktop!), Run setup -> It will create shortcut with properties like -savedatafolder SaveData(you can check it with rmb), then start game using NEW shortcut, exit, run again and check. Mods should be activated at last after last run.
Don't expect miracles from this SETUP, it's just simple Windows commands, which don't distinguish if you copy it on desktop or to the game folder.
If it won't help make screenshots what you doing step by step and next i will give you mine.

Well, I believe that's what I did before. I used a vanilla installation (screen 1 (http://i.imgur.com/LqEpnIZ.jpg)), without any other mods except Core included. The content of the MVP pack was unzipped with 7zip and its contents then copied (screen 2 (http://i.imgur.com/39PoYQM.jpg)) right into the game folder, not on the desktop (screen 3 (http://i.imgur.com/8LtsSl5.jpg)). Setup created a shortcut right in the game folder (screen 4 (http://i.imgur.com/ZWiT8Nz.jpg)). When launched, it created the "RimWorld ModVarietyPack" shortcut. I launched the game with the MVP shortcut, changed a couple of settings, the mods were already active, then exited the game. Launched again with the MVP shortcut - everything is OK until now.

After that, I moved/made a shortcut of the "RimWorld ModVarietyPack" shortcut on my desktop (screen 5 (http://i.imgur.com/mVeIcYB.jpg)), and launched the game. It seems that launching the game with replaced "RimWorld ModVarietyPack" shortcut from the gamefolder to the desktop "disconnects" from previously generated SaveData folder (located in the gamefolder) and generates a new SaveData folder in its new location, i.e. desktop (screen 6 (http://i.imgur.com/hiH4ZwB.jpg)). All the settings were reverted to defaults (screen 7 (http://i.imgur.com/GUmgMqa.jpg)). This did not occur in previous versions, I played with a shortcut on my desktop without the SaveData folder being recreated on the desktop. Thanks!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 14, 2016, 04:02:55 PM
Quote from: cst89 on January 14, 2016, 03:01:13 PM
Quote from: SURU on January 14, 2016, 06:42:46 AM

First of all you did it wrong and not according to the instructions. Do that: go to the game folder, delete all items in Mods folder EXCEPT Core, run game from the old shortcut, then exit. Now copy new Mods folder and SaveData(Yes to all) folder and SETUP file to the game folder(NO on desktop!), Run setup -> It will create shortcut with properties like -savedatafolder SaveData(you can check it with rmb), then start game using NEW shortcut, exit, run again and check. Mods should be activated at last after last run.
Don't expect miracles from this SETUP, it's just simple Windows commands, which don't distinguish if you copy it on desktop or to the game folder.
If it won't help make screenshots what you doing step by step and next i will give you mine.

Well, I believe that's what I did before. I used a vanilla installation (screen 1 (http://i.imgur.com/LqEpnIZ.jpg)), without any other mods except Core included. The content of the MVP pack was unzipped with 7zip and its contents then copied (screen 2 (http://i.imgur.com/39PoYQM.jpg)) right into the game folder, not on the desktop (screen 3 (http://i.imgur.com/8LtsSl5.jpg)). Setup created a shortcut right in the game folder (screen 4 (http://i.imgur.com/ZWiT8Nz.jpg)). When launched, it created the "RimWorld ModVarietyPack" shortcut. I launched the game with the MVP shortcut, changed a couple of settings, the mods were already active, then exited the game. Launched again with the MVP shortcut - everything is OK until now.

After that, I moved/made a shortcut of the "RimWorld ModVarietyPack" shortcut on my desktop (screen 5 (http://i.imgur.com/mVeIcYB.jpg)), and launched the game. It seems that launching the game with replaced "RimWorld ModVarietyPack" shortcut from the gamefolder to the desktop "disconnects" from previously generated SaveData folder (located in the gamefolder) and generates a new SaveData folder in its new location, i.e. desktop (screen 6 (http://i.imgur.com/hiH4ZwB.jpg)). All the settings were reverted to defaults (screen 7 (http://i.imgur.com/GUmgMqa.jpg)). This did not occur in previous versions, I played with a shortcut on my desktop without the SaveData folder being recreated on the desktop. Thanks!

HOW did you create the shortcut for the desktop?

And What version of windows are you using?

As I can not recreate the problem you are having with windows 8.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on January 14, 2016, 04:12:42 PM
Quote from: Plasmatic on January 14, 2016, 02:34:55 PM
Love the overall way the mod plays, but theres something I dearly miss from other mod packs..

Shields.. and I don't mean personal shields, I mean buildings you build to keep your turrets from being kaboom when they one last guy can outrange them with a rocket launcher..

I've tried two shield mods I found on the forum, but neither seem to work..
https://ludeon.com/forums/index.php?topic=14192.0
and
https://ludeon.com/forums/index.php?topic=14135.msg186819#msg186819

Vas's (ED-shields) can be built, but the info text on the building is messed up pretty bad,  (http://imgur.com/7DiJUXs) it won't show me the power usage, shield hp or anything.
And the one from Skullywags builds fine, but doesn't actually block anything... Bullets pass right through to my turrets, maybe I'm missing something..

Any help would be appreciated, I realize you are not the author of these mods, but I figure it could be something to look into, an optional extra if you will..
Had ED-shields in the pack. They need to be compatible with CR. Jaxxa made a compatibility patch for CR. This patch causes save game corruption. (You can build them, but if you save and reload, your game will semi-crash). So I removed them from the pack.
Tried skully's shields already. They don't block CR bullets. He is working on a patch for CR.
And that is, why I don't have shields in the pack.

Quote from: cst89 on January 14, 2016, 03:01:13 PM
Quote from: SURU on January 14, 2016, 06:42:46 AM

First of all you did it wrong and not according to the instructions. Do that: go to the game folder, delete all items in Mods folder EXCEPT Core, run game from the old shortcut, then exit. Now copy new Mods folder and SaveData(Yes to all) folder and SETUP file to the game folder(NO on desktop!), Run setup -> It will create shortcut with properties like -savedatafolder SaveData(you can check it with rmb), then start game using NEW shortcut, exit, run again and check. Mods should be activated at last after last run.
Don't expect miracles from this SETUP, it's just simple Windows commands, which don't distinguish if you copy it on desktop or to the game folder.
If it won't help make screenshots what you doing step by step and next i will give you mine.
Well, I believe that's what I did before. I used a vanilla installation (screen 1 (http://i.imgur.com/LqEpnIZ.jpg)), without any other mods except Core included. The content of the MVP pack was unzipped with 7zip and its contents then copied (screen 2 (http://i.imgur.com/39PoYQM.jpg)) right into the game folder, not on the desktop (screen 3 (http://i.imgur.com/8LtsSl5.jpg)). Setup created a shortcut right in the game folder (screen 4 (http://i.imgur.com/ZWiT8Nz.jpg)). When launched, it created the "RimWorld ModVarietyPack" shortcut. I launched the game with the MVP shortcut, changed a couple of settings, the mods were already active, then exited the game. Launched again with the MVP shortcut - everything is OK until now.

After that, I moved/made a shortcut of the "RimWorld ModVarietyPack" shortcut on my desktop (screen 5 (http://i.imgur.com/mVeIcYB.jpg)), and launched the game. It seems that launching the game with replaced "RimWorld ModVarietyPack" shortcut from the gamefolder to the desktop "disconnects" from previously generated SaveData folder (located in the gamefolder) and generates a new SaveData folder in its new location, i.e. desktop (screen 6 (http://i.imgur.com/hiH4ZwB.jpg)). All the settings were reverted to defaults (screen 7 (http://i.imgur.com/GUmgMqa.jpg)). This did not occur in previous versions, I played with a shortcut on my desktop without the SaveData folder being recreated on the desktop. Thanks!
You created a shortcut to a shortcut (your screen 5 - D'oh!). It doesn't work that way on windows.
Also, the script deletes itself after you launched it. Move (!) the shortcut created by script to the desktop and launch that. That works.
See this guy and his issue on github. He did the same thing as you. Read that:
https://github.com/simon-82/ModVarietyPack/issues/89
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 14, 2016, 04:19:40 PM
Quote from: simon-82 on January 14, 2016, 04:12:42 PM
Quote from: Plasmatic on January 14, 2016, 02:34:55 PM
Love the overall way the mod plays, but theres something I dearly miss from other mod packs..

Shields.. and I don't mean personal shields, I mean buildings you build to keep your turrets from being kaboom when they one last guy can outrange them with a rocket launcher..

I've tried two shield mods I found on the forum, but neither seem to work..
https://ludeon.com/forums/index.php?topic=14192.0
and
https://ludeon.com/forums/index.php?topic=14135.msg186819#msg186819

Vas's (ED-shields) can be built, but the info text on the building is messed up pretty bad,  (http://imgur.com/7DiJUXs) it won't show me the power usage, shield hp or anything.
And the one from Skullywags builds fine, but doesn't actually block anything... Bullets pass right through to my turrets, maybe I'm missing something..

Any help would be appreciated, I realize you are not the author of these mods, but I figure it could be something to look into, an optional extra if you will..
Had ED-shields in the pack. They need to be compatible with CR. Jaxxa made a compatibility patch for CR. This patch causes save game corruption. (You can build them, but if you save and reload, your game will semi-crash). So I removed them from the pack.
Tried skully's shields already. They don't block CR bullets. He is working on a patch for CR.
And that is, why I don't have shields in the pack.

Alright, thanks, I guess I just wait :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: charps on January 14, 2016, 09:20:14 PM
Registered just to say thanks for compiling this collection.  At first I was put off a bit by how confusing the tech tree and route to the different tiers of items could be.  After fumbling through the research branches and new materials I've learned how it all works together and have to say this mod collection essentially polishes and expands this game into something truly incredible.  Thank you to all the mod authors.  Amazing!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: hoochy on January 15, 2016, 12:21:40 AM
Quote from: SURU on January 13, 2016, 08:33:18 AM
Quote from: hoochy on January 13, 2016, 03:08:33 AM
Great modpack!! There are no upgrade instructions on the github. Is it only possible to use this mod by deleting everything and restarting?

I saw there were some fixes to hats in the latest release which I thought wouldn't break much if anything but can't find the way to just upgrade my existing version.
Do you mean fixes to hats, it is in one mod in this modpack? If yes just replace files in this mod to upgrade. If names are different change it in ModConfig.xml. It should work i think.

Thanks, I just copied over everything after backing everything up, and the new one went in fine. Allowtool works great too. Save game initially complained mod order was different but nothing bad happened.

There seems to be a bug related to outfits in general but I'm not sure if its a main game bug or not. Sometimes if I Change what outfits they are allowed to wear they will just stand around doing nothing, being unable to be controlled until they die from starvation. Kinda weird.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on January 15, 2016, 01:59:16 AM
Quote from: cst89 on January 14, 2016, 03:01:13 PM

Just make shortcut to RimWorld game > RMB (Rimworld shortcut) > Send to desktop > go to DESKTOP, rmb on this shortcut and add property like "-savedatafolder SaveData" to this. It will change save data folder from %appdata% to gamefolder. That's all. Or try to Cut + Paste (not dragging) it from game folder to desktop, and check rmb properties if it's name like "-savedatafolder SaveData" at last of the line.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 15, 2016, 02:58:43 AM
I noticed something odd when my colonists are trying to finish off a downed hunting target..

They will literally shoot right over it's head and hit whatever other colonist/animal happens to be running past at whatever their max range is.

It's like they don't aim down at all if the hit calculation fails.. Obviously they wouldn't hit the animal if it failed... but you'd think even the most terrible shot would still hit the ground around where you are trying to aim :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skullywag on January 15, 2016, 03:21:48 AM
Does this use combat realism. If so im guessing thats the cause. If not....thats uhhh wierd...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on January 15, 2016, 04:36:09 AM
Quote from: Plasmatic on January 15, 2016, 02:58:43 AM
I noticed something odd when my colonists are trying to finish off a downed hunting target..

They will literally shoot right over it's head and hit whatever other colonist/animal happens to be running past at whatever their max range is.

It's like they don't aim down at all if the hit calculation fails.. Obviously they wouldn't hit the animal if it failed... but you'd think even the most terrible shot would still hit the ground around where you are trying to aim :)
I think it's too much based on relation with how-much-shooting-skill, which working not so well. I mean it works like this for everything, it not see the difference about shooting to running guys vs shooting to fallen down animal. Algorythm working the same - about calculations. For me it should be implemented like (in a big simplify) if(someone is down) { shot chance = 100% / miss chance = 0% }
It's question for Combat Realism makers, or Tynan ^^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on January 15, 2016, 04:47:07 AM
it's not quite that simple. CR uses visible area to decide how hard a target is to hit, so if a pawn (height 1) is hiding behind a sandbag (height .5), there's .5 area to hit. If the pawn is downed, he'll be height .4, so there's nothing left to hit. (heights are examples and may not be the actual heights used).

Then there's things like recoil, weapon sway and just plain skill that all contribute to hit factors.

The fact that hunters with some weapons always miss their close range 'killshot' against some animals is a known and weird bug in CR, that the author is aware of and trying to solve.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skullywag on January 15, 2016, 07:26:26 AM
Irl we hunters would whip out our knives...hint hint..cmon NIA i believe in you.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 15, 2016, 07:37:38 AM
Quote from: skullywag on January 15, 2016, 07:26:26 AM
Irl we hunters would whip out our knives...hint hint..cmon NIA i believe in you.

It would be nice if they went for melee instead while the whole thing is being worked on.. I've lost a few colonists to me hunters apparently being TERRIBLE close range shots... Random headshots on other colonists running around...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Torchwood2002 on January 15, 2016, 08:34:19 PM
I am experiencing a weird bug when installing this modpack. (I'm using a mac)
After installing the mods and modconfig, the game says that the mods are incompatible.
The weird part is this: when I open the modconfig AFTER launching and getting the error, the modconfig only contains the "Core" mod. BEFORE launching, the modconfig lists all of the mods and their order.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 16, 2016, 12:33:48 AM
Quote from: Torchwood2002 on January 15, 2016, 08:34:19 PM
I am experiencing a weird bug when installing this modpack. (I'm using a mac)
After installing the mods and modconfig, the game says that the mods are incompatible.
The weird part is this: when I open the modconfig AFTER launching and getting the error, the modconfig only contains the "Core" mod. BEFORE launching, the modconfig lists all of the mods and their order.

Sounds like you aren't launching with the added shortcut.. if I launched the game with the standard .exe file the mods did not load.. Ofcourse, this is on Windows, not mac, and I'm not experienced enough with mac to know what's going on :)

EDIT: after looking at the install instructions for mac.. Ignore me, I apparently have 0 clue what I'm talking about hahaha
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Adalah217 on January 16, 2016, 12:39:31 AM
I'm trying to disable the growth of trees like oak (or lock them to a later unique research after Tier III or IV agriculture) which shouldn't be too hard, but I can't find the def where oak trees are at. I found the Core def in the spawning of biomes, but I can't find it in the plants_cultivated part. I tried disabling the base tree, but it causes problems with all the fruit trees. Anyone know where I can find or do this?

My reason is because I hate myself and want to make it a little harder to get wood.. ;)

Edit: Actually, I haven't played vanilla in so long, that I forgot it was a vanilla thing anyways. Of course it's only location is in the core.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: akisute on January 16, 2016, 01:35:50 AM
Quote from: Torchwood2002 on January 15, 2016, 08:34:19 PM
I am experiencing a weird bug when installing this modpack. (I'm using a mac)
After installing the mods and modconfig, the game says that the mods are incompatible.
The weird part is this: when I open the modconfig AFTER launching and getting the error, the modconfig only contains the "Core" mod. BEFORE launching, the modconfig lists all of the mods and their order.

I've got a same issue here. I've looked into the console log and found that the something is wrong with Community Core Library. I don't know much about CCL but it looks like the function named CCL.detour() or something like that is failing due to the stupid null reference exception...

I also tried to enable mods one by one following the provided ModsConfig.xml order and found out when I enabled the MVP (which is obviously Mod Variety Pack Core) the error occurs. Hope this helps.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on January 16, 2016, 03:00:12 AM
A null reference error can happen anywhere, can you guys give some more info? This error seems to be in a part of CCL I'm responsible for.

Are you using win, linux or mac?
Can you please attach the output_log.txt (found in RimWorldxxx_Data folder)?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ImAnoob on January 16, 2016, 03:10:39 AM
How do you "restart" and where do i play after i restarted it?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: akisute on January 16, 2016, 04:00:54 AM
Quote from: Fluffy (l2032) on January 16, 2016, 03:00:12 AM
A null reference error can happen anywhere, can you guys give some more info? This error seems to be in a part of CCL I'm responsible for.

Are you using win, linux or mac?
Can you please attach the output_log.txt (found in RimWorldxxx_Data folder)?

Sure. I'm running the game on Mac(Yosemite, 10.10.5, iMac Late 2012). It sounds like a serious one than I thought so here's an exact Player.log that Rimworld spitted out. I believe the folloing line is the source of the problem:


Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.Detours.TryDetourFromTo (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at AllowModdedHeads.Bootstrap..ctor () [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ITabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
  at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at Verse.XmlToObject.TryDoPostLoad (System.Object obj) [0x00000] in <filename unknown>:0
  at Verse.XmlToObject.ObjectFromXml[ThingDef] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0
  at Verse.XmlLoader+<AllGameItemsFromAsset>c__Iterator147`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.ModDefSet`1[Verse.ThingDef].ReloadAllFromFiles () [0x00000] in <filename unknown>:0
  at Verse.LoadedMod.ReloadAllContent () [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0

(Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Tried to load Biomes.xml while loading Bootstrap.xml. This will corrupt the internal state of DataLoader.

(Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Successfully recovered from errors and loaded play data.

(Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


I'm also downloading the older versions (like 1.23b or 1.22) to see I can run them or not. I'll post the result once I've finished.

Edit: Oh, I found the log says AllowModdedHeads.Bootstrap..ctor () is causing the problem. So I guess I can run the version 1.22 but not 1.23 or later because AllowModdedHeads.dll has been updated in 1.23. Let's see...
Edit 2: Bullseye! I CAN launch and play in version 1.22 without any problems. It has to be the issue of AllowModdedHeads.dll. So I've done my part, good luck bug hunting  ;D

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Torchwood2002 on January 16, 2016, 10:34:52 AM
QuoteEdit 2: Bullseye! I CAN launch and play in version 1.22 without any problems. It has to be the issue of AllowModdedHeads.dll. So I've done my part, good luck bug hunting  ;D
Are you talking about using CCL 1.22? I can't seem to find that specific one... I can only find 1.21 and 1.23  :-[
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 16, 2016, 11:34:05 AM
Quote from: Torchwood2002 on January 16, 2016, 10:34:52 AM
QuoteEdit 2: Bullseye! I CAN launch and play in version 1.22 without any problems. It has to be the issue of AllowModdedHeads.dll. So I've done my part, good luck bug hunting  ;D
Are you talking about using CCL 1.22? I can't seem to find that specific one... I can only find 1.21 and 1.23  :-[
no he is talking about the modpack numbers... 1.22 was before the detour to heads was added..

just go to the github page, and scroll down, all the versions are there on the download page

https://github.com/simon-82/ModVarietyPack/releases
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 16, 2016, 12:46:16 PM
If others are looking for shields,
https://ludeon.com/forums/index.php?topic=14711.msg153943#msg153943
seems to work fine, I can load and save without issue and they do absorb CR ammo.. they are just kinda limited sadly..

Asked if its possible to have them extend away from the building one more so you can fit a wall there, but I dunno. I really have no idea what I'm doing outside of some easy xml files ^^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Torchwood2002 on January 16, 2016, 01:01:38 PM
Quote from: TLHeart on January 16, 2016, 11:34:05 AM
no he is talking about the modpack numbers... 1.22 was before the detour to heads was added..

just go to the github page, and scroll down, all the versions are there on the download page

https://github.com/simon-82/ModVarietyPack/releases

Ah.  :-[ Silly me.

EDIT: Revenge of the bugs. I cannot place Grow Zones in 1.22. Whenever I try, the measurements show up but I can not actually 'place' the zone. Everything else is running great, no errors messages whatsoever.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on January 16, 2016, 01:52:36 PM
Quote
You created a shortcut to a shortcut (your screen 5 - D'oh!). It doesn't work that way on windows.
Also, the script deletes itself after you launched it. Move (!) the shortcut created by script to the desktop and launch that. That works.
See this guy and his issue on github. He did the same thing as you. Read that:
https://github.com/simon-82/ModVarietyPack/issues/89

OK i understood the shortcut properties problem now. But I tried to move the shortcut created by script to my desktop (http://i.imgur.com/Qe2wrS0.jpg) and after I launch the game, it creates a new SaveData folder on my desktop again  (http://i.imgur.com/FZ7EmDR.jpg).

The script was left after I closed the script window by clicking the close (X) button in windows, not by pressing any key to exit. However the script was executed and the shortcut was created.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on January 16, 2016, 05:47:00 PM
Quote from: akisute on January 16, 2016, 04:00:54 AM
Quote from: Fluffy (l2032) on January 16, 2016, 03:00:12 AM
A null reference error can happen anywhere, can you guys give some more info? This error seems to be in a part of CCL I'm responsible for.

Are you using win, linux or mac?
Can you please attach the output_log.txt (found in RimWorldxxx_Data folder)?

Sure. I'm running the game on Mac(Yosemite, 10.10.5, iMac Late 2012). It sounds like a serious one than I thought so here's an exact Player.log that Rimworld spitted out. I believe the folloing line is the source of the problem:


Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.Detours.TryDetourFromTo (System.Reflection.MethodInfo source, System.Reflection.MethodInfo destination) [0x00000] in <filename unknown>:0
  at AllowModdedHeads.Bootstrap..ctor () [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ITabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
  at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at Verse.XmlToObject.TryDoPostLoad (System.Object obj) [0x00000] in <filename unknown>:0
  at Verse.XmlToObject.ObjectFromXml[ThingDef] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0
  at Verse.XmlLoader+<AllGameItemsFromAsset>c__Iterator147`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.ModDefSet`1[Verse.ThingDef].ReloadAllFromFiles () [0x00000] in <filename unknown>:0
  at Verse.LoadedMod.ReloadAllContent () [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0

(Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Tried to load Biomes.xml while loading Bootstrap.xml. This will corrupt the internal state of DataLoader.

(Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Successfully recovered from errors and loaded play data.

(Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


I'm also downloading the older versions (like 1.23b or 1.22) to see I can run them or not. I'll post the result once I've finished.

Edit: Oh, I found the log says AllowModdedHeads.Bootstrap..ctor () is causing the problem. So I guess I can run the version 1.22 but not 1.23 or later because AllowModdedHeads.dll has been updated in 1.23. Let's see...
Edit 2: Bullseye! I CAN launch and play in version 1.22 without any problems. It has to be the issue of AllowModdedHeads.dll. So I've done my part, good luck bug hunting  ;D

Thanks, that helps quite a bit. I'm afraid there might be some issues with the CCL detour methods on non-windows platforms. I personally have neither the expertise nor access to a mac to get to the bottom of this, but I'll see what I can do.

In the mean time, you should be able to safely delete the allowmoddedheads mod (or just disable) in the latest version of MVP, the only noticeable difference will be that you won't get the new facial hair and scarred heads.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 16, 2016, 06:42:44 PM
Quote from: Fluffy (l2032) on January 16, 2016, 05:47:00 PM


Thanks, that helps quite a bit. I'm afraid there might be some issues with the CCL detour methods on non-windows platforms. I personally have neither the expertise nor access to a mac to get to the bottom of this, but I'll see what I can do.

In the mean time, you should be able to safely delete the allowmoddedheads mod (or just disable) in the latest version of MVP, the only noticeable difference will be that you won't get the new facial hair and scarred heads.

Sorry to say there is no allow modded heads mod, simon put it inside the MVP mod...Will need to delete the dll from the assemblies folder, and from the xml files manually.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Torchwood2002 on January 16, 2016, 08:01:17 PM
When I'm using the 1.22 version, I cannot place a grow zone. When I try, the measurements show up but the squares do not 'light up' and set.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: PKGameOnly on January 16, 2016, 08:20:56 PM
Sorry been searching this forum for all the mods I would like for a new game and came across this one.  don't have time anymore to read all 41 pages of comments to find if this was answered before, but looking thru this mod it as a lot of different mods attached to it.  What if I don't want a certain mod to be activated when I go to play, like say the "The backstory" or "The Mechaniod Terraformer" can I turn that particular mod off and keep/select the mods I want loaded?  What if I want "Hospitiality" or "The Romance" mod can I still add these?

Thanks
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on January 17, 2016, 01:41:32 AM
Turning mods off is generally more dangerous than adding new mods, because you might break something that depends on the mod. When adding new stuff, unless there's major conflicts, you're usually ok (even if any research/building costs might be vanilla style, and thus break immersion a bit, it shouldn't break the game).

As for what specific mods you can turn off, I have no idea, but I'm tempted to say the two you mention are unlikely to be depended upon by other mods.

Hospitality is already in the pack, and there's only one real way to see if adding fappington's mod works; give it a try (and report back your results!)

Finally, be aware that when you add/remove mods the warranty on the modpack ( in so far as there is any ) is pretty much void. There's any number of things that can muck up, so if it doesn't work - it doesn't work.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: akisute on January 17, 2016, 03:33:35 AM
Quote from: Torchwood2002 on January 16, 2016, 08:01:17 PM
When I'm using the 1.22 version, I cannot place a grow zone. When I try, the measurements show up but the squares do not 'light up' and set.

You actually can. The trick is, you need to first cultivate the ground by "Architecture -> Food -> Soil(or something, I can't remember the exact name)". After you plowed the ground, you can place grow zones upon it. It's a feature of this mod pack, not a bug.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: akisute on January 17, 2016, 03:46:05 AM
Quote from: TLHeart on January 16, 2016, 06:42:44 PM
Quote from: Fluffy (l2032) on January 16, 2016, 05:47:00 PM


Thanks, that helps quite a bit. I'm afraid there might be some issues with the CCL detour methods on non-windows platforms. I personally have neither the expertise nor access to a mac to get to the bottom of this, but I'll see what I can do.

In the mean time, you should be able to safely delete the allowmoddedheads mod (or just disable) in the latest version of MVP, the only noticeable difference will be that you won't get the new facial hair and scarred heads.

Sorry to say there is no allow modded heads mod, simon put it inside the MVP mod...Will need to delete the dll from the assemblies folder, and from the xml files manually.

Oh good! I'm all for trying this. And don't worry, Mac gamers has to handle things by ourselves 8) But I think you might want to add a quick installation note about this in your github wiki page (Mac Installation Guide). That's a good idea isn't it?

Also, I've checked the newly-added CCL detour method you've mentioned (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/compare/v0.12.4...master) and... it's just gross. No wonder it doesn't work at all in Mac or even in Linux. Perhaps I'm going to talk about this in CCL forum...  :'(

Edit: Confirmed that 1.24 works in Mac if you remove Mods/ModVarietyPack/Assemblies/AllowModdedHeads.dll and Mods/ModVarietyPack/Defs/ThingDefs/Bootstrap.xml. Thank you so much! And also I've reported the issue about this to CCL guys... but I believe this detour thing can't be fixed to run in other platforms like Mac as far as I've learned so far. Grim.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Ienkoron on January 17, 2016, 05:25:29 AM
every time I try to install this I get a bunch of debug notices saying that the mods are incompatible ...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 17, 2016, 06:37:23 AM
Are beserk visitors supposed to be able to open doors and beat up colonists without generating an alert, like "Colonist under attack!"?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: bladegrasp on January 17, 2016, 10:47:51 AM
Hi guys! First and foremost: Fantastic mod pack! Loving it, wouldn't play the game without it!

I have a couple questions/problems:

1. Intense Lag: I've been building pretty much everything that's on the pack, and right now the lag is a bit out of control. My computer (as probably all of yours too) is overqualified for Rimworld, and it's not taking that much RAM at all. When I pause, everything moves smoothly, but when I hit play, regardless of speed, the game starts stuttering with lag, l ike if there's an ingame process/loop that's getting forced over and over. Any ideas/suggestions/known-workarounds on how to reduce extreme lag would be appreciated.

2. Wandering Idle Colonists: I'm having an issue with colonists going idle and walking away for miles. When I select them and Draft/Undraft them, they instantly find a job to do. If I don't notice, they walk almost to the end of the map and most of the time come back fatigued directly to sleep. I've given them enough tasks, created enough bills, supplied enough materials, etc. Seems like an ingame error since they instantly go to work after draft/undraft, so the work is out there to be done. Any help/suggestions would be appreciated.

3. Stockpiles Inventory: Is there a way to know what each Stockpile is holding? After full upgrades, I'm having issues using Quantum Stockpiles for gear. We have an Inventory tab, but weapons get centralized (Ex. If I have 4 laser pistols, they get put together in the Inventory tab regardless of quality, so when I want to find and equip the one that's legendary I have to do some workaround with weapon safes that feels unintended.) Maybe a tab that would show each zone and label the Stockpiles in it with their items?

Thanks for your time!

-bladegrasp
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Azulas on January 17, 2016, 12:59:11 PM
Hi! Thanks for making this modpack first off, secondly I am running into an issue when trying to activate the mods where the Combat Realism Core Mod is coming up as incompatible. I narrowed it down by going in and turning mods on one by one until I found the culprit. Any insight into a fix would be much appreciated. If you need any further info please ask!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dershamc903 on January 17, 2016, 01:37:08 PM
I just started playing this mod last week and man it has been one heck of a ride. I thought the extra production chains would get tedious, but it does complement things well once you get hauling and cleaning robots to do the grunt work.

I too have the same lagging issue when you start to build a bigger base with a larger population. Things start to grind a bit after you have 12 colonists.

I also had one of my colonists get their kidney destroyed so when I captured a guy who was 1% chance to recruit I decided to harvest his kidneys and they showed up in my inventory, but going into the operations section there is no option on the drop down menu to install that new kidney in the colonist who was wounded. In my previous game with the same mod I had no problem creating organs and installing them, but strangely harvesting from someone to then install them, it doesn't show that as an option. I haven't had to try to install other harvested organs other than  kidneys.

Also one of my guys had his right clavicle broken, so I replaced his right arm with a bionic one, but it still showed his clavicle as broken. Thought I'd try replacing his top rib to see if the game thought that's what a clavicle was, but that didn't fix the clavicle either. How do you fix a broken clavicle?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Reviire on January 17, 2016, 03:10:02 PM
Question: Enriched soil or hydroponicss?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: killermen962 on January 17, 2016, 03:37:15 PM
I'm not sure if I'm missing something but I cannot have anyone clean up messes, do I need to unlock it the research tree or is there some kind of broom I need that I'm overlooking?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: killermen962 on January 17, 2016, 03:38:11 PM
Quote from: Torchwood2002 on January 16, 2016, 08:01:17 PM
When I'm using the 1.22 version, I cannot place a grow zone. When I try, the measurements show up but the squares do not 'light up' and set.

You have to place down some tilled soil (Or whatever its called) Its found under the food tab (May need research)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: killermen962 on January 17, 2016, 03:42:25 PM
Quote from: Azulas on January 17, 2016, 12:59:11 PM
Hi! Thanks for making this modpack first off, secondly I am running into an issue when trying to activate the mods where the Combat Realism Core Mod is coming up as incompatible. I narrowed it down by going in and turning mods on one by one until I found the culprit. Any insight into a fix would be much appreciated. If you need any further info please ask!

Did you look at the installation instructions? It says you drop the modpack right into the game, should look like this (Or about) http://prntscr.com/9rdoku
After you moved the variety pack you use its shortcut and it will automatically set the game up
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Logiwonk on January 17, 2016, 10:18:08 PM
Hello, really been enjoying this well-crafted modpack. I'm, currently running the most recent version of the modpack with no additional mods or alterations. I've run into a really annoying bug however:

I'm pretty deep into the late game and have been making use of a lot of the EPOE content - bionics and such. However, now I find that when one of my colony members lose an organ, even if I grow a new one and put it in the stockpile, I can't install in in the patient, the option does not appear.

The game clearly understands that the organ is damaged (i.e. there is no remove stomach option if the stomach is damaged, but neither is there an "install stomach" option, despite my top of the line med bay stocked with everything.)

Does anyone have a similar experience and if so is there a fix I can write into a file somewhere? Thanks very much!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Logiwonk on January 17, 2016, 10:26:47 PM
Addendum - The above inability to install an organ to replace a damaged/destroyed one was only present when I had an adrenaline rib in stock, once I install the adrenaline rib in another colonist I was able to install a lung and a stomach in two additional colonists.

Problem solved - don't keep ribs in the stockroom!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 18, 2016, 02:47:50 AM
Quote from: killermen962 on January 17, 2016, 03:37:15 PM
I'm not sure if I'm missing something but I cannot have anyone clean up messes, do I need to unlock it the research tree or is there some kind of broom I need that I'm overlooking?

Exactly an broom. :D There should be an new broom/button in the menu with the area's, that is the "new" cleaning-zone. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dershamc903 on January 19, 2016, 02:59:36 AM
I did discover that I required certain Medical technology to install an organ, which I could harvest from a prisoner, but I couldn't install into a colonist until after I had the necessary tech. Strangely one fellow doesn't like bionics so I harvested a prisoner's arm but I can't install on that specific colonist, other colonists can take the arm, but not the one who doesn't like bionics. I can install other bionics on him, but of course that'll just lead to him being upset.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ImAnoob on January 19, 2016, 06:42:55 AM
Aparrently, i don't know how to restart rimworld please answer my question :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on January 19, 2016, 10:54:38 AM
Came across few things that i don't know someone mentioned before, but here goes anyway.
Sometimes, colonists/bots are unable to haul weapon/clothing things. They just sit there, i can see the path to the item they're trying to haul flash for a split second. It seems to be only for some random items. If i force haul the item, same thing happens. This resets when they get tired or hungry.
Colonists seem to be chopping planted trees without a job and before they are fully grown, yelding no wood. I'm quite sure there is no manager job for forestry, even if there was, they shouldn't be chopping growing trees?

More advanced soils are a trap. They are incredibly efficient, yes, but the cost of wood for mulch and water is overkill (after 40+ hours playing, i still have soil tiles that have not been upgraded in my meager 5 growing zones). This last doesn't make much sense actually; it's like they use wood for a bucket then throw it away, woundn't it make much more sense if there was a wood cost for building the well, and no wood cost for fetching water? Wood costs for some things could be toned down a bit. Chopping down a whole forest to build a table and some chairs doesn't make much sense.

Sand is also a death trap, so many things require sand that i end up mining the whole mountain just to be able to make sand. Sand costs for items could be toned down a bit, imho. Alternatively, instead of making sand from rocks, there could be a sand pit or something? I'm playing on mountain map with lots to dig in, but i can imagine how insanely masochist it must be to manufacture things that require sand in non moutain maps. Things like chips and circuit boards, i find these rare in traders. If they were more common (not in higher numbers) in traders, maybe it would balance out.

Question: are cows supposed to breed? Had 3 bulls and 5 cows, they all seem to have died from old age, and no little cows.
Issue: had some chickens that got messed up because of cold, lost legs and beaks. I cought a colonist feeding them lavish meals... lol, golden egg chickens. Looks like sick chickens are being treated like sick colonists?

I've had some issues with lags caused by chickens and raiders. Chicken issues could be cause by pathfinding overkill? Lately, raider spawns freeze the game for 5-10 seconds; this is late game with big base and raiders partys are big, like dunno, 20-30+? Body count too high.

Suggestion: change the crematorium to (or create a new one that) use kindlings instead of electricity. Never made much sense that it's electrical powered... maybe it's just me. 

Overall this is a great modpack. Having lots of fun with it :D gonna get murdered in a tundra after finishing this mountain, then i'll come back and complain how hard this all is \o/

Edit:
Forgot to mention that paintings seem to be horribly underpriced when selling to merchants. A masterwork sells for 50ish(?), while a parka, for example, can go from 400-500. Ugh.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: lolosh on January 19, 2016, 11:52:04 AM
Is Mending mod from this thread https://ludeon.com/forums/index.php?topic=10908.0 (https://ludeon.com/forums/index.php?topic=10908.0) compatible with MVP? Should i change the mod order or just load it last? Cant live without repair benches :'(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Mechanoid Hivemind on January 19, 2016, 04:58:27 PM
how do i disable the cloths? i dont like them, i cant find the mod that adds them
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on January 19, 2016, 06:08:39 PM
Quote from: lolosh on January 19, 2016, 11:52:04 AM
Is Mending mod from this thread https://ludeon.com/forums/index.php?topic=10908.0 (https://ludeon.com/forums/index.php?topic=10908.0) compatible with MVP? Should i change the mod order or just load it last? Cant live without repair benches :'(

Apparently not, i've fiddled with it (and also with Skill Lock, which becomes VERY useful later on) and couldn't get any to work. Only played with mod orders. But im a noob with this stuff, might have missed a switch somewhere :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cmoa666 on January 19, 2016, 06:21:11 PM
I have a modified version of it. It should normally be unlocked with crafting III, enjoy !!! (and many thanks to skyarkhangel and simon-82)
Sorry but it is only mending, not skill lock.

[attachment deleted due to age]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pjstaab on January 19, 2016, 09:11:44 PM
What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skyarkhangel on January 19, 2016, 11:43:42 PM
Quote from: Cmoa666 on January 19, 2016, 06:21:11 PM
I have a modified version of it. It should normally be unlocked with crafting III, enjoy !!! (and many thanks to skyarkhangel and simon-82)
Sorry but it is only mending, not skill lock.

Old dll  :(, soon i update Mending with some bugfixes. Colonist wont work until loss of consciousness. But it already works it latest test hardcore sk  ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on January 19, 2016, 11:45:36 PM
Quote from: Cmoa666 on January 19, 2016, 06:21:11 PM
I have a modified version of it. It should normally be unlocked with crafting III, enjoy !!! (and many thanks to skyarkhangel and simon-82)
Sorry but it is only mending, not skill lock.

Very nice thanks :) I'm going to assume this will only work with a new game, it loaded on mine but results are lolz.
I'd hope this and skill lock would be included in a next MVP, both are so nice to have, why they're not in vanilla already is beyond me.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on January 19, 2016, 11:47:13 PM
Quote from: Pjstaab on January 19, 2016, 09:11:44 PM
What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.

Embrasures and lots and lots of turrets? My best guess :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Treason5240 on January 20, 2016, 12:00:06 AM
Quote from: 10001110 on January 19, 2016, 11:47:13 PM
Quote from: Pjstaab on January 19, 2016, 09:11:44 PM
What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.

Embrasures and lots and lots of turrets? My best guess :D


Prepare carefully.  Bring along 3 Machine Guns.  Eats through suicidal mobs, even the Zerg rushing shield-equipped Pirates and Norbals.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on January 20, 2016, 04:22:58 AM
Quote from: dershamc903 on January 19, 2016, 02:59:36 AM
Strangely one fellow doesn't like bionics so I harvested a prisoner's arm but I can't install on that specific colonist, other colonists can take the arm, but not the one who doesn't like bionics. I can install other bionics on him, but of course that'll just lead to him being upset.

Currently Arm's don't install from the Shoulder Down, but Bionic / Prosthetics do, I'll toss a report of this on the github when i wake up.

Quote from: Pjstaab on January 19, 2016, 09:11:44 PM

What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.

To start out before turrets, the only thing I can think of is to hope to god you get someone to drop a PDW, or make an outer wall for your base and set up several spots for your colonists to take potshots with pistols at (inside preferably, so if they break a wall you have several locations to shoot from) Also, anything that has a high rate of fire will make mincemeat out of Norbals, so you might want to get gun/weapon crafting as soon as you can make stone walls / craft things.

Basically, make sure the inside of your base has several spots to shoot from so you can take pot-shots, try not to make it too close-quartered. You might have a pretty banged up base by the end, but that's better than everyone being dead.

Quote from: Mechanoid Hivemind on January 19, 2016, 04:58:27 PM
how do i disable the cloths? i dont like them, i cant find the mod that adds them

There isn't any support outside legitimate bugs for most, if not all modpacks. Someone might know how, but you're most likely SOL on the matter.

Quote from: 10001110 on January 19, 2016, 10:54:38 AM
Came across few things that i don't know someone mentioned before, but here goes anyway.
Sometimes, colonists/bots are unable to haul weapon/clothing things. They just sit there, i can see the path to the item they're trying to haul flash for a split second.

I can't for the life of me remember what mod actually did this, but the Ultimate Overhaul pack had this same exact problem. Most of the time I'd be able to temporarily fix it by restarting my game. From what I remember Pawns would try to pick up already-destroyed items and while it normally happened after playing for a long time, it could also occur from a lot of alt-tabbing. If a restart isn't working then i don't know what to tell you other than possibly restricting whatever square they're trying to haul from.

From the looks of the old google doc, it could have possibly been several things: Containers for Stuff, Auto Equip, Auto Equip Infusion. I'm not certain of any of these though, because the actual thread where the fix was discussed was deleted, and the changelog doesn't really have anything addressing the hauling bug outright.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Listen1 on January 20, 2016, 04:41:16 AM
Quote from: WinterFlare on January 20, 2016, 04:22:58 AM

Quote from: Mechanoid Hivemind on January 19, 2016, 04:58:27 PM
how do i disable the cloths? i dont like them, i cant find the mod that adds them

There isn't any support outside legitimate bugs for most, if not all modpacks. Someone might know how, but you're most likely SOL on the matter.

I've made the textile stuff to disassemble clothes, and allowed my colonist for the use of basic pants, button down shirts, t-shirts, duster and cowboy hats. And dissabled all the others. Don't like the clutter of clothes either, and that was the solution I was given
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 20, 2016, 05:30:15 AM
Quote from: Listen1 on January 20, 2016, 04:41:16 AM
Quote from: WinterFlare on January 20, 2016, 04:22:58 AM

Quote from: Mechanoid Hivemind on January 19, 2016, 04:58:27 PM
how do i disable the cloths? i dont like them, i cant find the mod that adds them

There isn't any support outside legitimate bugs for most, if not all modpacks. Someone might know how, but you're most likely SOL on the matter.

I've made the textile stuff to disassemble clothes, and allowed my colonist for the use of basic pants, button down shirts, t-shirts, duster and cowboy hats. And dissabled all the others. Don't like the clutter of clothes either, and that was the solution I was given

Its the same i do, building a nice house for my clothmaking business a few stockpiles with materials and one bigger with clothing enabled that i dont want. And setting a loom with the order to tear apart anything and only the range of the house, viola you have only ever to worry about it anymore if your stockpile get flooded with textile materials. ;D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: killermen962 on January 20, 2016, 11:50:56 AM
Not sure if this is a mistake or not but I got some traders with 15,000 gun-parts for sale and selling each for only 50 cents :| I feel like your paying 50$ for any gun in the game really there
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pjstaab on January 20, 2016, 03:43:45 PM
Quote from: Treason5240 on January 20, 2016, 12:00:06 AM
Quote from: 10001110 on January 19, 2016, 11:47:13 PM
Quote from: Pjstaab on January 19, 2016, 09:11:44 PM
What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.

Embrasures and lots and lots of turrets? My best guess :D


Prepare carefully.  Bring along 3 Machine Guns.  Eats through suicidal mobs, even the Zerg rushing shield-equipped Pirates and Norbals.

Unfortunate. After the first few it's fine since you have more than a starting pistol and survival rifle. Without guns though they just hunt you down, chop everyone to bits, and carry off the survivors. You can't reasonably fight them off with melee since you're extremely outnumbered and guns are effective until you have to reload and that's when the chopping to bits happen.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Treason5240 on January 20, 2016, 07:15:35 PM
Quote from: Pjstaab on January 20, 2016, 03:43:45 PM
Quote from: Treason5240 on January 20, 2016, 12:00:06 AM
Quote from: 10001110 on January 19, 2016, 11:47:13 PM
Quote from: Pjstaab on January 19, 2016, 09:11:44 PM
What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.

Embrasures and lots and lots of turrets? My best guess :D


Prepare carefully.  Bring along 3 Machine Guns.  Eats through suicidal mobs, even the Zerg rushing shield-equipped Pirates and Norbals.

Unfortunate. After the first few it's fine since you have more than a starting pistol and survival rifle. Without guns though they just hunt you down, chop everyone to bits, and carry off the survivors. You can't reasonably fight them off with melee since you're extremely outnumbered and guns are effective until you have to reload and that's when the chopping to bits happen.

Alternatively, if you have someone who's fast on their feet (jogger, fast walker, etc) have them aggro the invaders and run around in circles, keeping them occupied while your gun equipped colonists take pot shots until they die (Norbals don't retreat; no honor in running from a fight).
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 21, 2016, 03:12:11 AM
Or naturaly, this modpack is to make the game harder, turn down the storyteller difficulty to that point you survive the first few norbal plundering and turn the storyteller up again. :) Of course if this advice go to an guy that loves challanges, try harder that is what you want. xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 21, 2016, 04:29:14 AM
Quote from: Kitsune on January 21, 2016, 03:12:11 AM
Or naturaly, this modpack is to make the game harder, turn down the storyteller difficulty to that point you survive the first few norbal plundering and turn the storyteller up again. :) Of course if this advice go to an guy that loves challanges, try harder that is what you want. xD

How hard is it to modify the storyteller post start?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 21, 2016, 04:44:57 AM
Its very simple. If you loaded your safe you can go in the settings and there should be an option to change the storyteller. If you like i can make a screenshot. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Plasmatic on January 21, 2016, 09:22:20 AM
Quote from: Kitsune on January 21, 2016, 04:44:57 AM
Its very simple. If you loaded your safe you can go in the settings and there should be an option to change the storyteller. If you like i can make a screenshot. ^~^

Oh I had no idea it was in the game, I thought it was modifying the save file.. I should be able to find it in the menu no problem, Thanks!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 21, 2016, 11:10:32 AM
Hai, a few updates ago it was not in the settings in the game. Its more a new shiny thing we got.  ::) And i'm happy that i can help. :3 Enjoy. xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: killermen962 on January 24, 2016, 02:39:08 AM
These traders are so annoying.... They are dis-allowing me to harvest power XD
1st Trader: http://prntscr.com/9u36qj
2nd Trader: http://prntscr.com/9u39st
Happens every fucking time...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on January 24, 2016, 03:41:13 AM
Quote from: killermen962 on January 24, 2016, 02:39:08 AM
These traders are so annoying.... They are dis-allowing me to harvest power XD
1st Trader: http://prntscr.com/9u36qj
2nd Trader: http://prntscr.com/9u39st
Happens every fucking time...
I seem to recall that the caravan traders actually seek out wooden flooring when looking for an area to set up camp. It's supposed to be a feature so you can control where they go.

Try using the 'clear wind turbine cells' option in the manager, that'll give cut designations on any plants that dare grow in wind turbine range.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 24, 2016, 03:53:49 AM
Quote from: killermen962 on January 24, 2016, 02:39:08 AM
These traders are so annoying.... They are dis-allowing me to harvest power XD
1st Trader: http://prntscr.com/9u36qj
2nd Trader: http://prntscr.com/9u39st
Happens every fucking time...

I smell... sabotage. :O

@Fluffy: Love your avatar. *~*
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Treason5240 on January 24, 2016, 03:22:21 PM
Enemy mortars are disgustingly accurate >:(
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on January 24, 2016, 07:39:56 PM
So are your mortars... make decimation of the raiders that mill around quite easy.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Hauler_bot on January 26, 2016, 10:29:24 AM
Having great fun so far. Thanks for a great mod pack.

It was a bit difficult in the beginning, but I'm starting to get the hang of it. Although I'm sure there are still many things I haven't discovered.

A question:
It seems prisoner recruitment numbers are higher then in vanilla? Either that or I have been extremely unlucky. Most of them have been in the high 90s. Many 99. In addition, and I guess this is because of the combat mod, enemies are more often killed then wounded. So in effect I have a hard time getting new people for my colony. I know you can try and recruit guests, but the hostility you get in return doesn't seem to be worth it. Are there still slave ships? I haven't seen any the 1,5 year my colony has lasted.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on January 26, 2016, 01:45:28 PM
As far as I'm aware, Norbals are almost never recruitable, it's very rare for them to have an acceptable recruitment chance, anything else -should- be fair game.

Also if you find yourself killing more than injuring, use some lower calibre weapons, or ones that burn instead of penetrate.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on January 26, 2016, 03:37:19 PM
Hai, if you try to recruit norbals good luck. They are nearly unrecruitable. ;D The other faktions are still recruitable but if you have the same luck as me, you get fairly more raids from norbals as from the other fraktions. ._.

The slave ships are still out there, in the fast universe. :O

For more prisoners try, as WinterFlare sayd, weaker weapons or, if you like to risk someting, use syringe. ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kinoshi on January 27, 2016, 01:16:32 PM
 don't know what i am doing wrong but the short cut cant find the .exe file. i tried setting it my self but it didn't have any of the mods working.

sorry for the trouble.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on January 27, 2016, 01:34:22 PM
Quote from: kinoshi on January 27, 2016, 01:16:32 PM
don't know what i am doing wrong but the short cut cant find the .exe file. i tried setting it my self but it didn't have any of the mods working.

sorry for the trouble.

Think you have to run the game from the shortcut but KEEP IT where it is, in the game folder. If you create a shortcut for that shortcut or move the original anywhere else, it won't work.
That's how i've been doing it, and had no issues. I moved the shortcut to desktop the first time i used MVP, and it didn't work.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: kinoshi on January 27, 2016, 09:53:14 PM
i got it.. i am a crazy person... i had it in the mods folder not the game folder.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on January 29, 2016, 06:56:49 PM
Quote from: Kitsune on January 26, 2016, 03:37:19 PM
Hai, if you try to recruit norbals good luck. They are nearly unrecruitable. ;D The other faktions are still recruitable but if you have the same luck as me, you get fairly more raids from norbals as from the other fraktions. ._.

The slave ships are still out there, in the fast universe. :O

For more prisoners try, as WinterFlare sayd, weaker weapons or, if you like to risk someting, use syringe. ;)

Recruited a Norbal after 2 days. He's old, tho, like 89 or something, dementia, bad back, all that. Maybe age has an influence in how hard is to recruit overall?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Animzor on January 29, 2016, 08:26:43 PM
So I just started this mod and I can't progress because there is no marble on my map and without marble I can't make the table that makes steel bars. What do I do? I'm waiting for traders to come around but 3 traders in a row have not carried marble. Is there anything I can do but wait?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheGentlmen on January 29, 2016, 09:16:47 PM
Quote from: Animzor on January 29, 2016, 08:26:43 PM
So I just started this mod and I can't progress because there is no marble on my map and without marble I can't make the table that makes steel bars. What do I do? I'm waiting for traders to come around but 3 traders in a row have not carried marble. Is there anything I can do but wait?
Go to the stone cutting table and make ANY type of stone bricks. After that right click the smelters and select the type of stone you made. If you map has NO CHUNKS OR STONE WHATSOEVER then restart.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Th3_D00D3 on January 31, 2016, 10:10:19 AM
I have encountered a problem, I can't install any body part on any colonist. I have tried every part. When I reinstall the modpack is my savegame going to work? Also is the bug maybe in the savegame and I have to start over? That would be terrible since I've put a lot of time into that savegame.
Thanks for your help, have a nice day.
EDIT:
Thanks dershamc903 and simon-82 for clearing up that one indeed needs to research surgery (it's called Medicine III) before being able to perform it. Sorry for calling it a bug, though I think it's not very intuitive.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: dershamc903 on January 31, 2016, 12:18:37 PM
Hey Dood, the body part installation is now unlocked depending on your Medical Research. I know I could harvest parts from my prisoners but I couldn't install them until I had researched Medical 2 or 3. One of the later ones anyway.

Joywire is out of the game though right? I have not seen that implant come up anywhere. I know the EPOE mod also had a AI brain assist enhancement, which was the best thing ever when you have a colony filled with colonists who all have Dementia or who get Dementia after that bloody toxic cloud. Could we get them in this mod but as enhancements we can buy from the Prosthesis Trader instead of craftable?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Spare74 on January 31, 2016, 06:11:17 PM
I've been trying out this mod pack the last few days and I just encountered a bug:
(http://i.imgur.com/wWgmN2E.jpg)
As you can see the outfits tab doesn't show the right colonists, it shows the colonists from my last run... Same with the restriction tab.

Returning to the main menu and loading back in doesn't fix the problem but restarting the game does so it's not too big of a deal, just though I'd report it anyway :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: valthrudnir on February 01, 2016, 03:37:04 PM
Quote from: Spare74 on January 31, 2016, 06:11:17 PM
I've been trying out this mod pack the last few days and I just encountered a bug:
As you can see the outfits tab doesn't show the right colonists, it shows the colonists from my last run... Same with the restriction tab.

Returning to the main menu and loading back in doesn't fix the problem but restarting the game does so it's not too big of a deal, just though I'd report it anyway :)

I have seen this before, try hitting the "All Colonists" button again, it corrected it for me.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 01, 2016, 03:56:01 PM
This is in essence the same problem as why you have to reload the game after changing mods - RimWorld doesn't dispose and reload mod data correctly when starting a new game. What you're seeing is just EdB being smart and caching pawns, where the cache isn't getting reset between playthroughs. I imagine the 'all colonists' button might re-cache, otherwise just reload the game.

It's not really a mod problem, it's more a case of ' Tynan pls'.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 01, 2016, 04:36:14 PM
Now that i think of it, think i had this problem before as well, i just didnt really pay attention to all colonist names (always use same 3 prepare carefully for new playthroughs). Might be why some dude recruited later on was putting on a parka over and over, even after blocking them.
Tynan, pls :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: La_Moose on February 01, 2016, 08:46:47 PM
Hey, Neat mod.


Could you please make it where your colonists can craft footwear and socks plz?

I find it odd my colonists have the know how to make high powered plasma and laser weapons, an interstellar starship, and medicine that literally cures anything but not how to mold leather into boots...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: r4ky on February 03, 2016, 06:56:16 AM
well im gonna try this modpack and try to compare it from UOM because i cant have fun with the other modpack  :-\ (last time i played rimworld i did on UOM)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Deniecu on February 04, 2016, 02:00:54 AM
My colonists don't seem to ever clean and I can't order them to do so, have I missed something obvious or anyone got any ideas?

That said, I love the modpack <3
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 04, 2016, 03:14:58 AM
Quote from: Deniecu on February 04, 2016, 02:00:54 AM
My colonists don't seem to ever clean and I can't order them to do so, have I missed something obvious or anyone got any ideas?

That said, I love the modpack <3
You missed something obvious. No Cleaning, Please adds a cleaning zone that is distinct from the home zone (so pawns don;t go cleaning the mudpool outside, etc.). That means you manually have to specify a cleaning zone.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: harkov on February 05, 2016, 04:13:45 AM
Since installing this mod I've been having a graphic glitch. There's a square around pawns that shows the ground they're standing on. Other objects that are between the pawn and the ground are hidden.

Some trees have this glitch as well. When I installed the hardcore sk mod, I have the same problem so it could be a mod that is in both mod packs. I will attach a screenshot when I get home.

Is this a known problem?

Edit: Thanks for making this mod pack, I love it.

[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 05, 2016, 04:18:36 PM
never ever seen that before. I'm tempted to say it may be a graphics bug, driver issue?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: HBKRKO619 on February 05, 2016, 05:32:40 PM
I didn't played Rimworld since alpha 9 and tried to comeback to this game with the SK hardcore modpack. Unfortunatly, I really don't like the "superior crafting" mod (in my opinion, just add difficulty for the difficulty and not for the fun :( ) and the modpack is entirely based on it so, well, I see you have a lot of very good mods on your pack so, I will try yours ^^

Well, after a good testing, I like it :) The crafting tree is also changed but in a less punitive way than the "SK hardcore pack" so I prefer it so thank you for this pack :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: popster99 on February 07, 2016, 03:01:23 AM
I installed this modpack correctly and I tried I did the restart and everything you normally do when installing new mods after starting the game enabling the mods since the modsconfig doesn't seem to work and restarting I made a new world and I started a colony when I started playing I noticed the landing pods didn't exist any ideas whats wrong
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 07, 2016, 07:53:19 AM
Quote from: popster99 on February 07, 2016, 03:01:23 AM
I installed this modpack correctly and I tried I did the restart and everything you normally do when installing new mods after starting the game enabling the mods since the modsconfig doesn't seem to work and restarting I made a new world and I started a colony when I started playing I noticed the landing pods didn't exist any ideas whats wrong

Have you started rimworld with the .exe in the gamesfolder or have you started it, as all friendly MVP-user should do, with the shortcut that you need to make with the right comand's that rimworld actually use the modsconfig? ^~^ Because it looks the way you dont have done that, normaly with the modsconfig, the mods should be already activatet if you start the game. :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: popster99 on February 07, 2016, 10:01:41 AM
Quote from: Kitsune on February 07, 2016, 07:53:19 AM
Quote from: popster99 on February 07, 2016, 03:01:23 AM
I installed this modpack correctly and I tried I did the restart and everything you normally do when installing new mods after starting the game enabling the mods since the modsconfig doesn't seem to work and restarting I made a new world and I started a colony when I started playing I noticed the landing pods didn't exist any ideas whats wrong
I started it with the modvarietypack .exe

Have you started rimworld with the .exe in the gamesfolder or have you started it, as all friendly MVP-user should do, with the shortcut that you need to make with the right comand's that rimworld actually use the modsconfig? ^~^ Because it looks the way you dont have done that, normaly with the modsconfig, the mods should be already activatet if you start the game. :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Poebe on February 07, 2016, 12:20:21 PM
Does anybody have a compatibility patch for mending? Sucks to have all that sweet gear and not being able to repair it, you know how fast clothing gets destroyed with combat realism on
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TLHeart on February 07, 2016, 05:50:25 PM
Quote from: Poebe on February 07, 2016, 12:20:21 PM
Does anybody have a compatibility patch for mending? Sucks to have all that sweet gear and not being able to repair it, you know how fast clothing gets destroyed with combat realism on

Mod variety pack does not use mending but recycling, where you get 50% of the original material back to craft new clothing.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Daketh on February 09, 2016, 10:59:55 AM
Hey folks!

Has anyone run into a bug where a wounded and subsequently treated character refuses to work and their current action changes to "Standing"?

I've only had it happen in this mod pack, so I'm curious if it's a known bug.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 09, 2016, 03:02:28 PM
This happened to me some time ago, pawns, robots, MAI, all freaked out with some pathing issue causing them to just stand when they got on hauling duty. It sort of went away all by itself.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 09, 2016, 03:04:35 PM
Quote from: TLHeart on February 07, 2016, 05:50:25 PM
Quote from: Poebe on February 07, 2016, 12:20:21 PM
Does anybody have a compatibility patch for mending? Sucks to have all that sweet gear and not being able to repair it, you know how fast clothing gets destroyed with combat realism on

There is a patched version in page 42. Must start a new game, will not work with current.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: sojerboy08 on February 13, 2016, 08:21:18 PM
When I try to add the mending mod or high-caliber mod to this, the research tab is blank, and I can't research anything. Please fix, thank you
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kardek on February 13, 2016, 11:57:37 PM
Hi, just wanted to reach out and see if any there was any luck with progress on shield compatibility and combat realism (CR).

I've nearly overcome my apathy to take CR out to put some of the great shield mods in till its resolved but I'm hoping I dont have to :)

EDIT - Just wanted to say thank you for this amazing pack. Lot of great mods and really appreciate the effort bringing it altogether in a great experience!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 15, 2016, 04:49:04 PM
Quote from: Kardek on February 13, 2016, 11:57:37 PM
Hi, just wanted to reach out and see if any there was any luck with progress on shield compatibility and combat realism (CR).
I've nearly overcome my apathy to take CR out to put some of the great shield mods in till its resolved but I'm hoping I dont have to :)
EDIT - Just wanted to say thank you for this amazing pack. Lot of great mods and really appreciate the effort bringing it altogether in a great experience!
Well, I talked to Skully about his shields. He was very kind and made a patch for CR. With the modified .dll file the shield theoretically blocks the CR bullets.
While testing the new shields, we uncovered the real problem.
The main problem is that these bullets travel much (much!) faster than the vanilla bullets. Simply put, the game can't calculate things fast enough to make the shield absorb all the bullets. This results in some bullets passing through the shield, some not.
Good news is that noimageavailable is working on a new release of CR which will have reduced bullet-speeds.
If all the bullets are slowed down, the shields will be able to register every hit and be usable again.

Quote from: sojerboy08 on February 13, 2016, 08:21:18 PM
When I try to add the mending mod or high-caliber mod to this, the research tab is blank, and I can't research anything. Please fix, thank you
I can't support you, if you add other mods to the pack yourself.
If you want to add / remove mods, you have to fix the resulting bugs yourself, sorry.

Quote from: Daketh on February 09, 2016, 10:59:55 AM
Has anyone run into a bug where a wounded and subsequently treated character refuses to work and their current action changes to "Standing"?
I've only had it happen in this mod pack, so I'm curious if it's a known bug.
Didn't have this bug for a long time. I thought it was fixed. Can you upload a logfile (and maybe savegame) with the error?



New release v.1.25 is ready

Also, the modpack has a website / blog now :)
Visit http://simon-82.github.io/ModVarietyPack
and find everything related to the modpack! (plus some (more or less interesting) blog posts by me :P)

I also posted the changelog there in this blog post (http://simon-82.github.io/ModVarietyPack/release/release125/)

Also updated the first post of this thread with all the links to the website.
Everything from the old wiki is there now, downloads, installation instructions, everything in one place :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: jldkrocks on February 15, 2016, 08:33:38 PM
Started with a new install and a new game but im getting this bug when accessing the completed research and it stops me from using it ever again unless i reload the save. I keep accidently hitting it...

(http://i.imgur.com/QqYy1Xb.png)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 16, 2016, 02:18:18 AM
-ugh-
@jldkrocks: see here; https://ludeon.com/forums/index.php?topic=17548.0
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cherna on February 16, 2016, 06:52:40 AM
Quote from: simon-82 on February 15, 2016, 04:49:04 PM
New release v.1.25 is ready

Good job, thanks! Can we play with old saves after update?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Astasia on February 16, 2016, 07:04:04 AM
Quote from: simon-82 on February 15, 2016, 04:49:04 PMHaving said that, I was wondering if the MAIs themselves made sense to keep and I think going with these little bots is better for the overall experience. They are easy to handle, have their own bed /recharge station and don't clutter up the colonist lists.

I feel like you are thinking of MAIs as a utility, something you build to do a job but don't really care about. To me they are full colonists, expensive to build, but with some advantages over other colonists. I don't think the utility bots are even remotely similar, and while the new ones are really cool, I don't understand at all why you'd want to remove MAIs.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: jldkrocks on February 16, 2016, 07:33:02 AM
Quote from: Fluffy (l2032) on February 16, 2016, 02:18:18 AM
-ugh-
@jldkrocks: see here; https://ludeon.com/forums/index.php?topic=17548.0

Thanks that worked :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 16, 2016, 07:52:05 AM
Quote from: Cherna on February 16, 2016, 06:52:40 AM
Good job, thanks! Can we play with old saves after update?
Unfortunately not, too much has changed. I suggest you finish up your colony on the oold version and start fresh with the new one.

Quote from: Astasia on February 16, 2016, 07:04:04 AM
I feel like you are thinking of MAIs as a utility, something you build to do a job but don't really care about. To me they are full colonists, expensive to build, but with some advantages over other colonists. I don't think the utility bots are even remotely similar, and while the new ones are really cool, I don't understand at all why you'd want to remove MAIs.
It was a hard decision to make, don't get me wrong. And while I do like the MAIs, there were some issues with them that I found during my playthroughs. For one, the nanite repair thing was causing job errors when colonists tried filling it.
I also had somebody report an issue on github to me about unlocking skills for MAIs. It would sometimes unlock an ability, sometimes not, sometimes all of them at once.
The next thing was a problem with the MAIs using colonists beds instead of their own recharge station.
While it is not a great problem in itself, it illustrates the main problem I have with the MAIs - the MAIs are basically treated as humans by the game (with a different texture and no needs). So for example a colonist went to sleep in a MAI recharge station (because it is technically a bed), the MAIs show up in the colonist bar or they show up in recipes related to human corpses (like biomatter from MAIs).
Most of this is minor stuff that I could have (or had already) fixed, true. Again, it was not an easy decision to make and maybe I will add them back.
Ultimately, I was looking at what the MAIs would do for my colony and what the utility bots could do, if there were more types of them. They are bots. They should serve and take the workload off my colonist to let them do useful stuff. The ones in the pack now are what I found most important. They do the dumb labour (hauling, cleaning, cooking, mining, ...) and let my skilled colonists do work that needs skill (research, construct, ...). 
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Astasia on February 16, 2016, 02:16:17 PM
I guess I was lucky to not experience any of those issues while using them. I can see how some of that wonkyness might negatively impact the game for other people. I've just gone ahead and added them back on my own, so it's no big deal.

While I'm here, a couple suggestions. The Quantum Storage stuff is really cool, but completely outclassed by Deep Storage in almost every way, it holds vastly fewer items per tile, at a higher resource cost, and a large power cost. I only tend to set up a small area of them late game to deal with chunk collection, and maybe another area for garbage equipment drops, but only when I'm at stupid high power levels. Maybe that is their intended role in the pack, with Deep Storage intended to be used everywhere else, but I just wish it was feasible to use the quantum storage elsewhere. On my end I've tried reducing the power cost to 1/10 for all the pieces, just to see if that makes them remotely viable, but I don't know if that is enough. I believe there is a stack per tile cap, so I didn't want to try boosting that.

Also, there's a ton of good weapon crafting options in the pack, but very little for armor. In fact I noticed that was the same for pretty much all the "main" packs right now, I don't really understand why. I've thrown in Brunayla's armor crafting with some tweaking, but that's just base game armor. I would love to be able to craft the Rimsenal armors.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: captainradish on February 16, 2016, 09:52:06 PM
Is there any way to add a large shield/blast door? I enjoy building arctic bases and like having a big shield door like on Hoth. I remember there being one in existence, but I'm not sure it has ever been updated. It acted like a togglable wall.

Edit: OK, I guess it wasn't as hard to find as I thought. Beantek blast door: https://ludeon.com/forums/index.php?topic=12243.0
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: jldkrocks on February 17, 2016, 05:23:48 PM
Would I be able to add combat realism defence, mending and high caliber without any problem?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 17, 2016, 05:52:14 PM
try it, if it doesn't work, you try adding em one by one. But for high calibre if it doesn't have a combat realism patch or something it won't work.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Britnoth on February 17, 2016, 05:55:00 PM
Quote from: Astasia on February 16, 2016, 07:04:04 AM
Quote from: simon-82 on February 15, 2016, 04:49:04 PMHaving said that, I was wondering if the MAIs themselves made sense to keep and I think going with these little bots is better for the overall experience. They are easy to handle, have their own bed /recharge station and don't clutter up the colonist lists.

I feel like you are thinking of MAIs as a utility, something you build to do a job but don't really care about. To me they are full colonists, expensive to build, but with some advantages over other colonists. I don't think the utility bots are even remotely similar, and while the new ones are really cool, I don't understand at all why you'd want to remove MAIs.

Removing them is an excellent step. The issue is they are FAR from expensive.

500 steel, 350 silver and some chips for a new colonist? Entirely circumvents the existing prisoner recruiting method making high social wardens useless. They also do not go berzerk, making the entire colonist mood mechanic redundant. As he said, they are also a bit glitchy.

Having them require using an AI core would at least increase their cost to a more reasonable level. That is the self imposed restriction I used. And I still felt dirty.  ;)

QuoteI would love to be able to craft the Rimsenal armors.

Are those the marksman/reflex armour sets? Those things are pretty broken in their own right, and fairly cheap in price to buy.

Same shooting bonus as full bionic eyes for 1500 silver, and some armour on top? Yes please.

Also fun to have trigger happy guys down to 29% aim time when using helms with aim time decrease on them.. and that is with infusion mod disabled...

Armour types may only appear lacking because MVP has such a multitude of redundant weapons with almost identical stats to many others... which I mentioned to Simon yesterday. You can probably reduce the number of weapons by 50-75% and lose no choice of weapon to use whatsoever.

Edit: Adding a tiny fix after being requested. o/

[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on February 18, 2016, 08:24:36 AM
any news on those shields with Combat Realism ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Astasia on February 18, 2016, 12:43:24 PM
Quote from: Britnoth on February 17, 2016, 05:55:00 PMRemoving them is an excellent step. The issue is they are FAR from expensive.

500 steel, 350 silver and some chips for a new colonist? Entirely circumvents the existing prisoner recruiting method making high social wardens useless. They also do not go berzerk, making the entire colonist mood mechanic redundant. As he said, they are also a bit glitchy.

Having them require using an AI core would at least increase their cost to a more reasonable level. That is the self imposed restriction I used. And I still felt dirty.  ;)


The good ones do require an AI core to activate. AI core is like 5-10k silver or a rare event, you can buy slaves from several merchant ship types for ~1-2k silver each. I don't see the issue. Mood mechanic is "redundant" as soon as you install a joywire on all your colonists, which is again only like 1.5k silver each, far cheaper than an AI core.



Quote from: Britnoth on February 17, 2016, 05:55:00 PMAre those the marksman/reflex armour sets? Those things are pretty broken in their own right, and fairly cheap in price to buy.

Same shooting bonus as full bionic eyes for 1500 silver, and some armour on top? Yes please.

Also fun to have trigger happy guys down to 29% aim time when using helms with aim time decrease on them.. and that is with infusion mod disabled...

Armour types may only appear lacking because MVP has such a multitude of redundant weapons with almost identical stats to many others... which I mentioned to Simon yesterday. You can probably reduce the number of weapons by 50-75% and lose no choice of weapon to use whatsoever.


Yes, those are 2 of the Rimsenal armor types. I think they are decently balanced, they all have fairly large negatives to counter their boosts. The 20-30% armor on the marksmen set for example is essentially useless in this pack because of combat realism, so that's a glass cannon set. The heavier armors have large penalties to offense and/or mobility. You can maybe buy an awful one for 1.5k silver, a master or legendary is like 20-30k silver. You get to a point where you are selling as much as you can to every trade ship that comes along, getting 5-10k silver each, and it still takes a while to get enough to buy one or two pieces of armor, then you are also waiting for a ship to come around that has the piece you need in a decent quality. I'd rather spend like 500 plasteel, some hyperweave, and a bunch of electronics and craft the armor parts I want. Maybe that means creating a new "armor plating" part that works like the weapon parts, so you can get enough raw resources into the crafting recipe to balance it. 50 plasteel bars and 50 hyperweave creates 10 armor plates, 100 armor plates and 50 electronic chips makes one rimsenal body armor, something like that.

I don't think there's a lack of armor types in the pack, though I am curious why most of apparello is disabled. The issue is you can't craft any of it. Like the only armor crafting options in the pack are vests, light combat armor and steam armor. Light combat armor is basically useless, steam armor is very difficult to use because of the -max temp penalty. I tend to spend most of my time running around in just clothes, getting limbs shot off or dying in one hit because they offer zero protection against combat realism bullets, gearing up in armor is a very difficult and luck dependent effort.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nanao-kun on February 18, 2016, 01:12:38 PM
I've got an odd problem where one of my colonists doesn't show up on the colonist bar. Or the restrictions tab, outfits tab, etc. She does however, show up in the work tab and stuff.

I think it happened after she returned from one of those quests, but I then reloaded to before she came back because she didn't get anything nice. So when she came back after the reload, this bug happened. Restarting the game doesn't seem to help.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cherna on February 18, 2016, 02:06:57 PM
Is it possible to install Mind Altering Device https://ludeon.com/forums/index.php?topic=16743.0 (https://ludeon.com/forums/index.php?topic=16743.0) on MVP? Keep on getting some errors with marble floor turns into sand and some visual glitches no matter where I put it in mod list.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: potter3390 on February 18, 2016, 03:01:40 PM
Hi Everyone, first off all, thanks for this compilation, it's amaizing.
I use MAI from the beginig but lately i only use them for simple task, because of balance. Then apeard the cleaning and hauling bot, and since them forget about mai. I also like the droid from mechanics mods, the only do one activity, and if i remember right they didn't gain experience.
On another side, i have two question if i can.
First i there a reason for not includind man controlling turrets? i find them very useull, i like them as a cheap version of automatic for defense.
Sencond, the hotkey from the mod Micelanius ant the computer for calling the settlers where very usefull. Especially the option for undraft them with the key 0. Can i add the micelenius mod vaniila edition to the mods?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Britnoth on February 18, 2016, 04:58:52 PM
QuoteThe good ones do require an AI core to activate.

Implying that ones without are somehow bad?

The main problem is they circumvent the existing game mechanics, giving you extra people without needing to capture and recruit prisoners. AI storytellers are coded to reduce new recruits as you get larger, but this mod makes that totally irrelevant.

QuoteMood mechanic is "redundant" as soon as you install a joywire on all your colonists,

And have everyone with poor medical care, work rate, shooting accuracy etc from their reduced consciousness? I never use joywires. Far easier ways to remove bad moods than spend 1500 silver on an item that cripples my colonist until I spend another 10k on them.

Also, if you think +20 mood is the same as +100 mood, I'm not sure what to say to that either.

QuoteYou can maybe buy an awful one for 1.5k silver, a master or legendary is like 20-30k silver.

Bonuses are the same regardless of quality. Unless you remove infusion mod, buying low quality gear is even better as you buy many more hoping for good infusion bonuses. +40% walk speed? raise armour stat from 25% to 60%? Perfectly reasonable RNG.  ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Astasia on February 18, 2016, 05:28:39 PM
Quote from: Britnoth on February 18, 2016, 04:58:52 PMImplying that ones without are somehow bad?

The main problem is they circumvent the existing game mechanics, giving you extra people without needing to capture and recruit prisoners. AI storytellers are coded to reduce new recruits as you get larger, but this mod makes that totally irrelevant.


I haven't even tried the ones without the core. It would be easy enough to remove the non-enhanced activation option if there was a balance concern. I could understand your complaint about bypassing game mechanics if it was somehow more difficult to get colonists the normal way, but it's not. It's ridiculously easy to fill a prison and recruit anyone you want, or recruit people with hospitality, or buy slaves, etc. It's not "bypassing" mechanics, it's adding alternate mechanics. Outside of specific instances where I just want androids for RP reasons, or I have a colony where "normal people" don't fit in well (canibal psycopath colonies for example), I would say the 500 steel alone isn't worth making the MAI over the tremendous ease of getting colonists other ways.


Quote from: Britnoth on February 18, 2016, 04:58:52 PMAnd have everyone with poor medical care, work rate, shooting accuracy etc from their reduced consciousness? I never use joywires. Far easier ways to remove bad moods than spend 1500 silver on an item that cripples my colonist until I spend another 10k on them.

Also, if you think +20 mood is the same as +100 mood, I'm not sure what to say to that either.


It's +25 mood for a -20% consciousness hit, which is like a -5-10% hit to some stats that rely on it, but the extra mood more than makes up for those stats, with like a 10-20% stat boost from positive mood. It's rather difficult to impact colonist mood so severely that a joywire doesn't keep them happy at all times. The joywire is a straight up boost to colonist effectiveness, even if you are already keeping them mostly happy.


Quote from: Britnoth on February 18, 2016, 04:58:52 PMBonuses are the same regardless of quality. Unless you remove infusion mod, buying low quality gear is even better as you buy many more hoping for good infusion bonuses. +40% walk speed? raise armour stat from 25% to 60%? Perfectly reasonable RNG.  ;)


Quality effects damage reduction, so low quality marksman "armor" for example might as well be clothes. We have a large selection of craftable clothes with various effects, including aim time reduction and accuracy boosts. My issue is with having a hard time getting armor.

I do play without infusion.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on February 18, 2016, 07:32:55 PM
I just installed the modpack and is it normal that I cannot make any normal beds? I only have the option to make either a bed out of planks+furs and guest beds.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on February 18, 2016, 10:27:12 PM
@roy2x That's completely normal, you need Construction 1 > Furniture in order to make Cloth Beds, and higher tiers make even better beds.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 19, 2016, 02:30:11 AM
@Britnoth: Infusion chances are affected by gear quality, a legendary piece is almost certain to have two of the rarer infusions, while poor gear has only a small chance to have infusions, and the infusions will likely be less rare. Not sure how the math works out, buying bulk might still be better, but it's something to consider.

@roy2x (and everyone else looking for things): Note that MPV includes CCL, and CCL adds an in-game, auto generated help giving information on all of the recipes, build/craft able items and researches in your game, including all loaded mods. It's a great help to find where a particular modder has decided to hide that item you're looking for ;). You can find it in the toolbar, somewhere on the right. It's labelled 'Help' ;).
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Voker57 on February 19, 2016, 06:43:00 AM
In the latest version colonists don't seem to be able to use nutrient paste dispenser. It's powered and has a full hopper.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Voker57 on February 19, 2016, 07:46:55 AM
Quote from: Voker57 on February 19, 2016, 06:43:00 AM
In the latest version colonists don't seem to be able to use nutrient paste dispenser. It's powered and has a full hopper.

Problem appears to only occur before researching Nutrient Resynthesis.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: skullywag on February 19, 2016, 08:28:51 AM
Quote from: Cherna on February 18, 2016, 02:06:57 PM
Is it possible to install Mind Altering Device https://ludeon.com/forums/index.php?topic=16743.0 (https://ludeon.com/forums/index.php?topic=16743.0) on MVP? Keep on getting some errors with marble floor turns into sand and some visual glitches no matter where I put it in mod list.

this sounds like the age old problem of not restarting after visiting the mod page, run your game but dont visit the mod page, if you turn a mod on, restart the game and then do not visit that page.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 19, 2016, 12:40:12 PM
I never thought of MAI as OP, or a pseudo-colonist that made regular colonists obsolete. They do have benefits and drawbacks.
MAI don't eat, are not affected by mood, and recover lost appendages. Regular MAI will always be noobs, since they start very low skill and have no passions, it takes them a long time to become proficient in something, and once they get proficient enough, it's hard to keep it there because of skill decay. They end up being useful for lowbie crafting jobs and mining, which in turn won't even be necessary anymore - even then, when a base is so big and new mining grounds are so far away, by the time a MAI gets there, it's already time for a recharge. It all comes to a point where, in a survival run, there is just not enough to do anymore. Spending all extra materials manufacturing items just fills in stockpiles and skyrockets wealth, with all its immediate drawbacks, because most merchants will not have enough silver to buy all the surplus, and we probably already have humongous stockpiles of what they have to offer.
I sent all human colonists away in the ship once, and continued the run as a full MAI colony, just to see how it played out. I didn't have to worry about mood, food, mothballed all living quarters and other obsolete facilities. The whole base was a friggin fortress, every room had a 3 thick space wall with embrasures and a corridor for quick relocation, the OTHER problems i came across were not simple to overcome, though, and the end came rather quickly.
MAI get tired, and when they are too tired, or get too damaged, they blow up, and hurt everything nearby. When raids happen back to back, having all the MAI up and running just won't work. After losing a few MAI to miscellaneous things, another conundrum: not enough cores to make more Adv MAI. Silver was more then i would ever be able to use, but no traders had them. Regular MAI were nothing but insta-pop meatshields to buy a few more seconds. Numbers dwindling, all turned to dust in a glorious blob of fiery death, with Inferno Cannons and Miniguns spewing out impossible to tank incredible DPS. IF i had regular colonists, it wouldn't have happened so soon. With full Bionics, they would be able to redeploy so much faster, take out enemies so much more efficiently. No matter how bad, with a base looking like an art gallery, not even the crappiest, moodiest recruit would break. At a certain point, able bodies is all they need to be when options are scarce. They can fall asleep on the spot from exhaustion, but they can get back up and fire a few more shots before collapsing again. MAI cannot.
At a certain point in a survival run, it's the COLONISTS that make MAI obsolete. Once they go Cyborg, they will be much faster and much more efficient then any Adv MAI, even in super heavy Hive armor - with Heavy armors, MAI just can't run from anything, they're sitting ducks. They MUST hold their ground. And when corpses are so plentiful, silver so abundant, harvesting Biomatter creates massive surplus and buying materials for bionics (or even just buying them from traders) doesn't even make a dent in the $$$; a new recruit will be a full Cyborg in a matter of minutes, ready to fight and die for the greater cause.     

Cool story, isn't it? This is what the MVP end game for survival runs was. Don't get me wrong, it's a blast to play, and a grand reward for outlasting and outsmarting everything the game throws at those base walls.

With the above in mind, i think the new bots are a GREAT breath of fresh air to MVP, and i welcome them with open arms. Truly, they make a TON of sense, and the endgame on a survival run will be exactly what it is supposed to be: a group of colonists bleed and die to protect their only home, what they build with so much sweat and blood, against increasing impossible odds. It's all they do, because there is no time for anything else. They fight, they eat, they can barely sleep before those sirens go off again, over, and over, and over. They can't cope with the burden of cooking, hauling, crafting, cleaning, life turns into an endless fight for survival, it's all that matters. Yet, they keep going.
If you don't agree with the above statement, look at the bots stats. They start with very low skills and no passions, the cooking bot, for example, can't even cook a simple meal. The crafting bot will take months before he can properly screw something together properly. Wouldn't it be catastrophic if that simple cook bot, that took so much effort to train before it stopped food poisoning everyone, got killed? And the crafting bot? Took FOREVER to train that little thing to craft decent weapons, what if he's gone? Taking a colonist away from the front lines to make some new weapons could be the difference between another victory, or a wipe.     
----------------------------------------------------------------------------
Back to topic, i would agree if there was some extra balancing to the Hive and Steam armors. They are a little too easy to craft, if, along with steel, they also needed some Plasteel and a few chips thrown in, maybe energy cells to power them, it would be totally fair. About the energy cells, making them a much needed commodity (lets say those 2 armor sets needed the occasional recharge) would not burden production chains that much, and would be a nice material sink for all that overwhelming surplus. There could also be a separation between these 2 armors, honestly, i see no valid reason to use the Steamhull at all. The Hive is much better overall, while both only provide cold insulation. They could be balanced to have similar stats, one providing cold insulation, the other heat insulation. Desert maps can be just as challenging as ice sheets, but i personally default to freezer maps because i have those 2 available, they're pretty damn cool. Maybe just add 2 variants for hot maps?

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nanao-kun on February 19, 2016, 03:43:54 PM
To the above post, it's also worth mentioning that the skills for the cook bots/craft bots/etc., are also reset if you ever need to move the bot stations elsewhere.

By the way, does that modified Mending mod on page 42 work? Might be that, or maybe the mod variety pack itself, but after a certain point, checking the "researched" tab in the Research tab screws up that part of the UI, making it blank and unclickable. It fixes itself after restarting the game, but will happen again if you click it again. (Just in case it isn't clear, this is with that modified Mending mod installed.)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 19, 2016, 04:49:01 PM
There is one other thing i'd like to mention, it didn't fit on the previous post's context: LAG. Massive, horrible, at a point unbearable amount of lag.
This happens on survival runs, where after hundreds of drop pods hit the ground, there's slag everywhere; AI pathfinding and the other things get confused, and the game becomes a slide show.
I though about the Terraformer. What if we had a version of the weather controller to remove slag from the map? Something just with that purpose, get rid of all that slag in a certain area? No damage to Humans, Norbals, Mechs, critters, nothing like that, so turret averse players like me and many others don't shrug it off as anti-cheese. Because with back to back raids it's impossible to haul all that slag out.
PURTY PLEASE???????????????

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 19, 2016, 04:53:21 PM
Quote from: Nanao-kun on February 19, 2016, 03:43:54 PM
To the above post, it's also worth mentioning that the skills for the cook bots/craft bots/etc., are also reset if you ever need to move the bot stations elsewhere.

By the way, does that modified Mending mod on page 42 work? Might be that, or maybe the mod variety pack itself, but after a certain point, checking the "researched" tab in the Research tab screws up that part of the UI, making it blank and unclickable. It fixes itself after restarting the game, but will happen again if you click it again. (Just in case it isn't clear, this is with that modified Mending mod installed.)

Good thing you mentioned about the skill reset. Gonna save a lot of grief.
Yes, that modified Mending seems to work with MVP 1.25. Need to create new map and start new colony tho.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cmoa666 on February 19, 2016, 05:30:33 PM
I used it with the previous version of the modpack (1.22), but it should work with this one (It didn't change the techtree, but is unlocked by ElectricSmelting tech aka crafting II)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cherna on February 19, 2016, 05:43:44 PM
Quote from: skullywag on February 19, 2016, 08:28:51 AM
Quote from: Cherna on February 18, 2016, 02:06:57 PM
Is it possible to install Mind Altering Device https://ludeon.com/forums/index.php?topic=16743.0 (https://ludeon.com/forums/index.php?topic=16743.0) on MVP? Keep on getting some errors with marble floor turns into sand and some visual glitches no matter where I put it in mod list.

this sounds like the age old problem of not restarting after visiting the mod page, run your game but dont visit the mod page, if you turn a mod on, restart the game and then do not visit that page.
Thank you, haven't heard about this problem. Works fine for me now, got android trait at one useless bitching colonist and totally ruined the other one.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Curgon on February 20, 2016, 09:27:21 AM
Getting errors with this with version 12.914 that some mods are not compatible.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Astasia on February 20, 2016, 11:05:36 AM
Quote from: Nanao-kun on February 19, 2016, 03:43:54 PM
By the way, does that modified Mending mod on page 42 work? Might be that, or maybe the mod variety pack itself, but after a certain point, checking the "researched" tab in the Research tab screws up that part of the UI, making it blank and unclickable. It fixes itself after restarting the game, but will happen again if you click it again. (Just in case it isn't clear, this is with that modified Mending mod installed.)

It works fine. Your issue sounds like you added a mod and didn't restart the game right away. If you do anything with your modlist, you need to quit the game after and restart it, or you'll have problems. Add the mod to you folder, start the game, turn the mod on, quit the game, restart the game, start a new colony.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cherna on February 21, 2016, 10:41:29 AM
Looks like I found a bug. Infused items didn't affect on my norbal colonists, tested on version 1.24.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 21, 2016, 11:45:51 AM
Quote from: Cherna on February 21, 2016, 10:41:29 AM
Looks like I found a bug. Infused items didn't affect on my norbal colonists, tested on version 1.24.
The Infusion mod is coded to work only on humans. And as Norbals are technically not treated as humans by the game, infusions don't work on them.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Curgon on February 21, 2016, 01:50:17 PM
I still cant figure out how to make aluminum
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 21, 2016, 02:01:31 PM
Quote from: Curgon on February 21, 2016, 01:50:17 PM
I still cant figure out how to make aluminum
To quote wikipedia:
"Bauxite, an aluminium ore, is the world's main source of aluminium. It consists mostly of the minerals gibbsite Al(OH)3, boehmite γ-AlO(OH) and diaspore α-AlO(OH), mixed with the two iron oxides goethite and haematite, the clay mineral kaolinite and small amounts of anatase TiO2. In 1821 the French geologist Pierre Berthier discovered bauxite near the village of Les Baux in Provence, southern France. In 1861, French chemist Henri Sainte-Claire Deville named the mineral "bauxite"." :P


Version 1.26 released

Changelog on the website (http://simon-82.github.io/ModVarietyPack/)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Curgon on February 21, 2016, 02:02:43 PM
So anyone able to give me a serious answer? Appreciate it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 21, 2016, 02:10:04 PM
you smelt bauxite ore at a smelter.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Milso on February 21, 2016, 02:13:20 PM
Quote from: Curgon on February 21, 2016, 02:02:43 PM
So anyone able to give me a serious answer? Appreciate it.

the modpack developer already did.

Bauxite you smelt Bauxite
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Curgon on February 21, 2016, 03:30:02 PM
Then I mustve completely forgot how to unlock the electric smelter, cause I cant seem to find it?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 22, 2016, 05:18:30 AM
I test some mmo's and shiny-duck-simon releases a bunch of new versions, how dare you! xD *grabs the new version and locks her door that no one can interupt her playing and mutters to herselfe* ... happy playing~~~...

Edit: Dont know if its already known but the description in the sand-crafting is wrong. :D It say's 20 sand for 1 chunk. But its only the description actually you get 30 sand. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 22, 2016, 07:09:37 AM
Quote from: Kitsune on February 22, 2016, 05:18:30 AM
I test some mmo's and shiny-duck-simon releases a bunch of new versions, how dare you! xD *grabs the new version and locks her door that no one can interupt her playing and mutters to herselfe* ... happy playing~~~...
I am so sorry Kitsune, please don't be angry, ok? :(
Next time I ask you before I do something! I PROMISE! :)

QuoteEdit: Dont know if its already known but the description in the sand-crafting is wrong. :D It say's 20 sand for 1 chunk. But its only the description actually you get 30 sand. ^~^
I changed it in the last version, so you don't have to mine an entire mountain just for sand :D
But I forgot to change the description! Silly me :/ Thanks for reporting it! Will fix :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 22, 2016, 07:50:56 AM
*pats simon's head* How can i be angry with you in real, after all you do the work on the mod. ;)

Because the first thing i liked to build in rimworld are extractors to get metal AND stone, so i really like that we now get more sand. ^~^
And kindly me forgive your little failur for the sand discription. xD Will report more if i dig something up... but excuse me,
i have to erase all the norbal-present of the world first. :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on February 22, 2016, 01:08:12 PM
I wonder if it'd be possible to make it so stone blocks could be turned to sand, I've often deconstructed clubs and such by norbals (I really should start burning them) that have given me stone I don't use.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 22, 2016, 01:28:15 PM
Sure it should be possible, actually that should not be that hard but you need someone that make the mod. Or make it yourself. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: potter3390 on February 22, 2016, 05:59:08 PM
Can i install the turretcolection mod and the miscellaneous mod vanilla?, or replace the ones with the modpack, or something similar?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on February 22, 2016, 07:21:37 PM
"Using additional mods (not included in this modpack) is not recommended.", so you do it at your own risk.

Also, is there a way to grow natural limbs or must they be amputated off of someone else / bought? Some of my people lose toes and fingers, and I'd rather not have to make them bionics to get them to 100%+ every time.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Xiupan on February 22, 2016, 09:29:59 PM
Just wanted to say that I really love your modpack and the new bots you put in! It has definitely satisfied my need for droids ever since MD2-Droids stopped being worked on! Thanks! :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Britnoth on February 23, 2016, 02:38:46 AM
Item for disnof. o/

Edit: Adding a change for testing for ya.

Edit: Fixed syringe. Should now not be used by raiders and is craftable at the chemlab with the same relative cost in coffee as the drink.

Edit: Minimod that makes berzerk pawns no longer flagged as hostile.

[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 23, 2016, 03:35:49 AM
Quote from: WinterFlare on February 22, 2016, 07:21:37 PMAlso, is there a way to grow natural limbs or must they be amputated off of someone else / bought? Some of my people lose toes and fingers, and I'd rather not have to make them bionics to get them to 100%+ every time.

As i remember, yes but not toes or fingers you have to make a "big" one. :,D Cut the hand or the foot right off and grow another one. ^~^

Quote from: potter3390 on February 22, 2016, 05:59:08 PM
Can i install the turretcolection mod and the miscellaneous mod vanilla?, or replace the ones with the modpack, or something similar?

As Winterflare say, its "not recommended" or i like to say "try it but dont blame me if your game explode in a cloud of fluffy kittens that nom's your face off, nomnom". ;D

And for the end, its "new-picu-time"! :3 And as always, at least 1 nudist. ^~^
(http://i.imgur.com/RHlPOeI.jpg)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cmoa666 on February 23, 2016, 06:20:41 AM
The problem with installing other mod is that :
- Weapons must be compatible with Combat Realism (turret collection is not) (or they wont fit right with other)
- Lot of item/tech/ressources have been changed compared to vanilla (bug/crash can happen)
you can always try, but generaly some modification/patch are necessary.
PS: Almost all turrets from turret collection are included, and miscellaneous is already integrated in the modpack.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on February 23, 2016, 07:52:20 AM
I've been having a problem in 1.25 and 1.26.  The 'Android' trait doesn't seem to work on the pawn I give it to, as in it doesn't give the 100 mood boost (". . ."), but it does give the other bonii.  Does this no longer work on pawns made in Prepare Carefully?  I also used the dev tools to manually give it to pawns to test, and they do not get the ". . ." thought of "I am unable to feel anything. ."

*Note: Please don't come to me about how this isn't balanced, I simply use it for RP purposes for one of the characters I've made.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cherna on February 23, 2016, 01:15:51 PM
Save and load the game, all new traits would work as normal.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: potter3390 on February 23, 2016, 02:11:31 PM
Quote from: Cmoa666 on February 23, 2016, 06:20:41 AM
PS: Almost all turrets from turret collection are included, and miscellaneous is already integrated in the modpack.

I understand what you say, but since this mods are mostly include, i wanted to add micelaius for the keybinding option and turrets colection for the no automatics turrent, maybe i can use them whitout breaking this mod pack.


ps: also how can i replace o heal a shaterd clavicle, damage to the brain (head) and fragile torso?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 23, 2016, 03:21:12 PM
Quote from: potter3390 on February 23, 2016, 02:11:31 PM
I understand what you say, but since this mods are mostly include, i wanted to add micelaius for the keybinding option and turrets colection for the no automatics turrent, maybe i can use them whitout breaking this mod pack.
You can try adding whatever mods you like. You just have to fix the bugs you introduce yourself. I can't support you with that.

Quote from: Kitsune on February 23, 2016, 03:35:49 AM
And for the end, its "new-picu-time"! :3 And as always, at least 1 nudist. ^~^
You always post nice pictures, thanks!
And now that you have your wall completed, I'll replace your picture on the first page with your new *shiny* colony :)

Quote from: WinterFlare on February 22, 2016, 01:08:12 PM
I wonder if it'd be possible to make it so stone blocks could be turned to sand, I've often deconstructed clubs and such by norbals (I really should start burning them) that have given me stone I don't use.
Shouldn't be a problem. Would need recipes on the stonecutters table and the powered crafting table. I'll think about it, thanks for the suggestion :)

Quote from: Xiupan on February 22, 2016, 09:29:59 PM
Just wanted to say that I really love your modpack and the new bots you put in! It has definitely satisfied my need for droids ever since MD2-Droids stopped being worked on! Thanks! :D
Thanks :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: potter3390 on February 23, 2016, 05:30:41 PM
just to know, you aren't going to add man controlled turrent by chance? or the keybinding?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Aracan on February 23, 2016, 08:15:14 PM
Hey Guys ,
I have bought Rimworld only a few days ago. Now i saw this awsome modpack and wanted to try it.
But it says the mods are incompatible with each other and stopped loading.
I have the latest version installed   0.12.914   


Can someone please help me ? I am addicted to this awsome game and i hope the modding community brings out much much more of it .

thank you

Edit :    It seams it only has problems with  " Combat realism Core " every other mod seems to load.

Edit2: Okay i got it working. I write it down so that other ppl with the same problem could try this out.
I downloaded the combat realism mod manually from the link in its forum post. The xml file was different, so i overwrote the old files with the new fresh loaded and its working now.

Edit3 : Okay... its late for me , but when i start a new game, i cant click anything. no crash landing massage appears, nothing. if i press esc 3 times the pots come down .. then i cant click anything except fast fordward...
can anybody help me with this?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Bob_Namg on February 23, 2016, 09:39:00 PM
Can't make growing zones using this mod, unsure what's causing it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on February 23, 2016, 09:56:27 PM
@Bob, you need to use the tilled soil or whatever it is before you can make a grow zone, annoying but it's better than seeds please.

@Aracan I'd suggest getting a fresh version of the game and installing everything manually instead of using the included mod pack setup tool, the config goes in C:\Users\CURRENTUSER\AppData\LocalLow\Ludeon Studios\RimWorld\Config (The file is in SaveData when you download the pack.)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 24, 2016, 02:12:46 AM
Quote from: potter3390 on February 23, 2016, 05:30:41 PM
just to know, you aren't going to add man controlled turrent by chance? or the keybinding?
Not planned right now. But I'll take a look ;)


Quote from: Aracan on February 23, 2016, 08:15:14 PM
Hey Guys ,
I have bought Rimworld only a few days ago. Now i saw this awsome modpack and wanted to try it.
But it says the mods are incompatible with each other and stopped loading.
I have the latest version installed   0.12.914   
Can someone please help me ?
--snip--
Follow the installation instructions on the website (http://simon-82.github.io/ModVarietyPack/download/). Read them again and make sure you followed everything correctly. I am fairly sure it will work then. If the setup script does not work, make sure to follow that part of the instructions. If you still have problems, post your output_log file. Are you on windows, mac or linux?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Aracan on February 24, 2016, 04:25:31 AM
@WinterFlare @simon-82

Thank you very very much for your help. Yes i did a clean install of all ! manually ! and it worked from the beginning. I thank you very much again. Now i will play the hell out of this pack :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 24, 2016, 06:10:39 AM
Quote from: simon-82 on February 23, 2016, 03:21:12 PM
Quote from: Kitsune on February 23, 2016, 03:35:49 AM
And for the end, its "new-picu-time"! :3 And as always, at least 1 nudist. ^~^
You always post nice pictures, thanks!
And now that you have your wall completed, I'll replace your picture on the first page with your new *shiny* colony :)

I do my best. :D Sad that i cant modify my uploaded image because that way i would be able to upload every new colony with a new version without the need that you have to change the link in your post. Maybe one day the imagehoster will allow that. *~*

Now i have to research turrets and weapons that i can make my walls even better and i need the extractor... and an hospital and... and... xD
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Aracan on February 24, 2016, 10:49:46 AM
Hiho ,
I played all day long... hitting a wall... i need to smelt steel. So i wanted to build a furnace.
But the furnace requires Limestone ... i searched on my map and i cant find Limestone only Granite and Sandstone ... its Winter .. my ppl are freezing and i dont know what to do O.O
Please help me and my colonists
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 24, 2016, 11:06:17 AM
Quote from: Aracan on February 24, 2016, 10:49:46 AM
Hiho ,
I played all day long... hitting a wall... i need to smelt steel. So i wanted to build a furnace.
But the furnace requires Limestone ... i searched on my map and i cant find Limestone only Granite and Sandstone ... its Winter .. my ppl are freezing and i dont know what to do O.O
Please help me and my colonists

Klick once on the furnace button, it should be open up and little window. In that window you can pick the material you want/have. :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Aracan on February 24, 2016, 11:28:41 AM
Quote from: Kitsune on February 24, 2016, 11:06:17 AM
Quote from: Aracan on February 24, 2016, 10:49:46 AM
Hiho ,
I played all day long... hitting a wall... i need to smelt steel. So i wanted to build a furnace.
But the furnace requires Limestone ... i searched on my map and i cant find Limestone only Granite and Sandstone ... its Winter .. my ppl are freezing and i dont know what to do O.O
Please help me and my colonists

Klick once on the furnace button, it should be open up and little window. In that window you can pick the material you want/have. :D

sadly not ... it just says " you dont have the materials "
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 24, 2016, 11:45:56 AM
@Aracan: Are you sure you have other stone blocks? If you dont have any stone blocks or if they are forbidden or something, you cant use them. :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Aracan on February 24, 2016, 11:51:57 AM
Quote from: Kitsune on February 24, 2016, 11:45:56 AM
@Aracan: Are you sure you have other stone blocks? If you dont have any stone blocks or if they are forbidden or something, you cant use them. :)
Also no , but i worked around it by trading some Limestones witch a random trade , god bless him ...
But i get the feeling i did something wrong ... <.<
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Aracan on February 24, 2016, 02:33:18 PM
Okay , this was/is my first modded colony. I have a really hard time exploring the researches and keeping my ppl alive. But it is so much fun. I have spent hours before noticing what research i need to make the things i need, and then ... i need glas ... okay Lets build the glass making tools ... oh wait .. they need power .. i dont have power yet :D ....
I have played modded minecraft before and i really liked that " you have to research this before you can build that " kinda stuff.
Anyways , i have so much fun. Thank you guys for making that possible .
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 24, 2016, 03:04:20 PM
Yes, alone the research-thingy gives the game some sort of goal, sure beside the "build a ship and fly~ away~". xD The only bad-side on so nice mods is, if you once played with them, its really hard to play without them. ^~^ After march sometimes we get the next "big" update for rimworld and the horror is... most of the times rimworld gets updatet, ALL mods will be not work with the new mod. And you have to think about to wait and play the old rimworld with shiny mods or play shiny new rimworld without shiny mods aaaaand all the time you think "i feel a deep emptyness in me without the mods i want them so bad that i cant live without them!".  ;D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on February 24, 2016, 11:10:12 PM
How do you plant cotton? I researched Textiles 1 but I cant seem to find cotton when selecting which plants to grow?

Edit: So I made a new game and researched textiles 1 to see if i could plant cotton bushes there and it appears that i could. I dont know what the problem is, im gonna keep trying to research the other tech that allows me to grow more plants to the point its similar to the 1st game and see if anything is different.

Edit2: Okay so can anyone else confirm if cotton plant disappears from the plant list? I researched starting with Crafting 1 >Textiles 1 >Agriculture 1 >Medicine 1 >Agriculture 2 >Cooking 1 and it was fine until at that point where cotton bush is no longer available for growing after I finished Cooking 1.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Britnoth on February 25, 2016, 12:13:01 AM
Quote from: Aracan on February 24, 2016, 10:49:46 AMits Winter .. my ppl are freezing and i dont know what to do O.O
Please help me and my colonists

Remember you can always use camp fires to keep warm, both in vanilla + MVP.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Warshi on February 25, 2016, 12:42:07 AM
Im so confused, I installed the modpack and then started to load mods. There was nothing in the pack that said what order to load the mods so I just tried to do the core mods first. I must have done something wrong because after making a new world and loading in the game my colonists would not drop in for almost a minute, during which I couldn't click on anything. Then after they finally did drop in I still couldn't click anything, I dont know what I did but its a bummer.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on February 25, 2016, 02:12:51 AM
@warshi
The modpack includes a savedata folder, in that is a config folder, and in that is a ModsConfig.xml file that has the mod order.

You have three options;
1) Following the install instructions here: http://simon-82.github.io/ModVarietyPack/download/, particularly points 3 and 4;
QuoteRun the Setup_ModVarietyPack file. This will create a new shortcut for you.

To play with the modpack enabled, start the game with the new shortcut. Your savegames for the modpack will be in the new savedata folder. If you want to play vanilla RimWorld, start the game with the original .exe file. Your savegames for the vanilla game will be in C:\Users\YourUsername\AppData\LocalLow\Ludeon Studios\RimWorld as usual.
2) if you don't create the shortcut, or for some reason don't want to, you just plop the entire Config directory into the folder given above.
3) Manually activate mods in the order found in the ModsConfig.xml file
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on February 25, 2016, 05:37:49 AM
Quote from: roy2x on February 24, 2016, 11:10:12 PM
---
Edit2: Okay so can anyone else confirm if cotton plant disappears from the plant list? I researched starting with Crafting 1 >Textiles 1 >Agriculture 1 >Medicine 1 >Agriculture 2 >Cooking 1 and it was fine until at that point where cotton bush is no longer available for growing after I finished Cooking 1.
What might have happened is that the context menu started to cut off some plants because it can't handle so many.
Try switching to the scrollable list view in EbB Interface. That should always show all plants, without the risk of cutting anything from the list.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on February 25, 2016, 08:47:38 AM
Quote from: simon-82 on February 25, 2016, 05:37:49 AM
Quote from: roy2x on February 24, 2016, 11:10:12 PM
---
Edit2: Okay so can anyone else confirm if cotton plant disappears from the plant list? I researched starting with Crafting 1 >Textiles 1 >Agriculture 1 >Medicine 1 >Agriculture 2 >Cooking 1 and it was fine until at that point where cotton bush is no longer available for growing after I finished Cooking 1.
What might have happened is that the context menu started to cut off some plants because it can't handle so many.
Try switching to the scrollable list view in EbB Interface. That should always show all plants, without the risk of cutting anything from the list.

Where is that? I cant find it in the game options/interface options.

Edit: Nvm, I got it! It was the show browse buttons option in the alternate tab panels. Thanks!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 25, 2016, 09:29:04 AM
Just a little cosmetic, Sduiggles becomes Squiggles when prepared. Still delishus  :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cloud8888 on February 25, 2016, 03:27:00 PM
Hey Simon,

i promised to give you some kind of feedback. So here i´am.
I enjoyed your modpack alot.
With all the new items, research trees and the combat system it´s realy entertaining.
I had a realy good time with this modpack and would recommed it to everyone
who likes this game.

Easy to install, and even with the german language it was error free.

Hope to see more awesome stuff coming from you in the future .
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on February 25, 2016, 05:48:25 PM
Ordinators were doing strange things, when trying to attack my embrasure walls. See attachment for errors. This was causing them to walk a few steps and stop, constantly. Didnt notice any other mechs doing the same so far.


[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Mystomex on February 27, 2016, 03:13:53 AM
When I finished the mechanoid terraformer event and got the weather control unit i missed what the notification said so i clicked on the completed research tab and my research screen turned to this *see attachment*

I should also note that i am no longer able to use the research screen at all as i cannot go back to the research tree tab any longer.

I suspect the error has to do with the weather control unit research, you are given from the event, not being properly tied into the CCL research tree. Since it was never actually researched by any of your colonists it may be missing some important definitions. This only happens when i click on the completed research tab once i have the weather control unit.

[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on February 28, 2016, 06:47:55 AM
Quote from: Canute on February 27, 2016, 04:56:16 AM
- Would be nice to add some adv. mellee weapons recipes to the craft tables.
We have an advanced melee weapon. The power arm. If you get the advanced power arm, you don't need any melee weapon. You can shoot, and if the enemy gets close, you will melee harder than any weapon.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: potter3390 on February 28, 2016, 09:08:03 AM
Hi, some feedback and a question if i can. First you soloution for the embrasure resolve the part of the enemy not firing, but ruin it porpuse. The first problem come with the animal manhunt, the animal cross the embrasure a destroy my way of life (which include etaing them). Second the colonist tried to go through even when there are better alternatives. One option i can think is to give the embrasure a slower speed.
No the problem, i don't know if this is mod relate, but i have several plantation under roof whit sun light and the are two of them where most o the grow dissapeard or die and i don't know why, the are all in the same room.
Thanks.

pd; i just realize of a poison ship.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on February 28, 2016, 01:11:35 PM
Simon... dear simon... what have you done? Shiny duck is gone and got replaced with that... "thing". xD ... I think i have to give it a new room behind my kitchen... its a bit cold but's a "nice" room. ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Britnoth on February 28, 2016, 06:57:02 PM
Quote from: Shad on February 28, 2016, 06:47:55 AM
Quote from: Canute on February 27, 2016, 04:56:16 AM
- Would be nice to add some adv. mellee weapons recipes to the craft tables.
We have an advanced melee weapon. The power arm. If you get the advanced power arm, you don't need any melee weapon. You can shoot, and if the enemy gets close, you will melee harder than any weapon.

30 Damage is not that impressive vs the 2 best melee weapons in MVP though.

Also, you cannot drop a bionic arm before that pawn is about to go berzerk :P
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on February 29, 2016, 01:21:15 PM
Quote from: Britnoth on February 28, 2016, 06:57:02 PM
Quote from: Shad on February 28, 2016, 06:47:55 AM
Quote from: Canute on February 27, 2016, 04:56:16 AM
- Would be nice to add some adv. mellee weapons recipes to the craft tables.
We have an advanced melee weapon. The power arm. If you get the advanced power arm, you don't need any melee weapon. You can shoot, and if the enemy gets close, you will melee harder than any weapon.

30 Damage is not that impressive vs the 2 best melee weapons in MVP though.

Also, you cannot drop a bionic arm before that pawn is about to go berzerk :P
What is the best weapon? Maybe I haven't gone that far into the melee route to see it. For me power arms have 2 main advantages:
1. You can have 2 of them and fist attacks are pretty fast.
2. You get to keep a powerful ranged weapon, with the power arms as a 1 HKO surprise for any of these norbals who get close. It remarkably satisfying to see:

"ooh, those 2 norbals with swords are getting close, made his way past the bullets, ready to swing... oh, there goes his sword arm... oh, and his liver, oh and the other guy is in shock too"

TBH, berzerks are not much of an issue. If you have power arms, you also have Force Field Nets for "fishing". And if worst comes to worst, regenerative medicine is quite good, so you can fry the guy with optic/pulse laser pistols, until he passes out.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Britnoth on February 29, 2016, 11:15:33 PM
Single hit damage is far more important in melee than having a fast attack speed.

Uranium assault hammers of high quality reach 80-90 damage per hit, while also being blunt damage.

Syringes are single use 1 shot weapons. They one shot centipedes. Unlike the hammers they are craftable and very cheap.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SAPH666 on March 01, 2016, 03:31:30 AM
anyone can tell me why i cant make growning zone in this mod ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on March 01, 2016, 10:49:13 AM
Ok i have a problem with selecting bills for installing a wooden leg. It only shows up to the right leg. I tried changing the interface options but none of it works.

Edit: Nvm, it seems i just cant replace the destroyed leg with a wooden one. I was able to replace it with a peg leg though. What is the difference?

Edit2: Nvm, i just figured it out >< a foot is just part of the leg.

[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Soeter on March 01, 2016, 02:23:00 PM
Does any1 know why the game starts lagging after 4 to 5 hours of gameplay?i only have 7 colonists but the game lags like hell!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Soeter on March 01, 2016, 03:18:32 PM
Quote from: Canute on March 01, 2016, 02:46:27 PM
Do you use alot of the Quantum storages ? Special with warehouse and the self optimize feature one ?


Hey,

no i dont.the base is still very simple
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on March 01, 2016, 04:30:11 PM
sounds like there is something throwing errors. Post the output_log.txt, you can find it in the RW dir in rimworldxxxxx_data folder.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Soeter on March 01, 2016, 05:03:50 PM
Entry cleared and info attached.
This way it's much better to read. :)
Greetings
Haplo


[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: joshwoo69 on March 02, 2016, 01:48:57 AM
Oh my god.... some moderator pls help and edit and put in pastebin....
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: jldkrocks on March 02, 2016, 10:36:47 AM
Will the next version have any new mods?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ResFu on March 02, 2016, 05:28:36 PM
Thanks devs for destroying the fun of playing mods putting in stupid localizations for other languages and my stupid home language... Research screen shows nothing, if i enable Dev Mode console shows me that because of localisation (even that im not playing games in my language - always english) something bad happened... GRR... Stupid home language localisations... always destroying the fun
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 02, 2016, 06:17:14 PM
I'm confused why optic weapons seem to kill enemies too easily. Single shot optic precision rifle would do a fair amount of damage, but enemies would die without losing any body parts, just burn on a few body parts. Is that intended?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: 10001110 on March 02, 2016, 07:40:11 PM
Quote from: Shad on March 02, 2016, 06:17:14 PM
I'm confused why optic weapons seem to kill enemies too easily. Single shot optic precision rifle would do a fair amount of damage, but enemies would die without losing any body parts, just burn on a few body parts. Is that intended?

Problem with optic weapons IS the burn damage, for better or for worse, they will set fire to anything that's flammable. Be it you loved trees, crops, corpses, gear, etc
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Ekko on March 02, 2016, 08:12:18 PM
Quote from: ResFu on March 02, 2016, 05:28:36 PM
Thanks devs for destroying the fun of playing mods putting in stupid localizations for other languages and my stupid home language... Research screen shows nothing, if i enable Dev Mode console shows me that because of localisation (even that im not playing games in my language - always english) something bad happened... GRR... Stupid home language localisations... always destroying the fun
My research screen also is empty..was wondering if I had missed something. What to do?
E: Reinstalling fixed it!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 02, 2016, 08:43:20 PM
Quote from: 10001110 on March 02, 2016, 07:40:11 PM
Problem with optic weapons IS the burn damage, for better or for worse, they will set fire to anything that's flammable. Be it you loved trees, crops, corpses, gear, etc
1. I very rarely see fires from optic weapons, except the optic support weapon. Microwave gun, now that's another story.
2. Setting enemies on fire is generally good, as burning humanoids are too busy putting their fire out to shoot back, turning tribal/norbal raids into turkey shoots.
3. Interestingly, the optic pistol can destroy the shooting target, when used for joy (unlike any other pistol, including pulse laser).
4. What bugs me is that I though I had worked out how health works, but it seems what's true for guns (enemies downed from shock, killed if losing essential body part/blood loss), is not the same for optic weapons. Enemies drop dead without losing any body parts, just yellow damage on a couple of parts. And the are actually not on fire.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on March 03, 2016, 02:29:42 AM
Quote from: ResFu on March 02, 2016, 05:28:36 PM
Thanks devs for destroying the fun of playing mods putting in stupid localizations for other languages and my stupid home language... Research screen shows nothing, if i enable Dev Mode console shows me that because of localisation (even that im not playing games in my language - always english) something bad happened... GRR... Stupid home language localisations... always destroying the fun

Calm down. :D You have done anything wrong, even if you play in an other language a few things have to work but of course its better to play it in english that the mod can work with 100%. xD The empty research screen is with a highly chance that you installed the mod wrong. I think its the most commen that you dont use the shortcut with the right command's that the game actually uses the mods. :D As it all can be read in the nice and shiny installation-instructions in the link from the first post of simon. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ResFu on March 03, 2016, 05:50:39 AM
Still nothing, new Rimworld download, new mod download. New instalation (everything in RimWorld game folder) and... blank research window... "Vanilla" Rimworld started in english (i didnt remove folder in APPDATA) but "modded" Rimworld was starting around 2 minutes (running via shortcut as i did earlier also) and then i saw localised Rimworld... Not ENGLISH but LOCALISED. Started new world and game. First gander (right from start - characters didnt even land) into Research - blank... After building Research Table research is still blank...

What to do?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on March 03, 2016, 09:26:15 AM
1) restart the game after changing mods, languages, or basically any setting other than volume
2) many of the mods are only localised for English. This shouldn't necessarily cause issues, but it may be a cause of some weirdness. Besides, there's so much untranslated modded content that whatever language you pick - it'll probably still be 50%+ english, might as well go full english.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: ResFu on March 03, 2016, 11:47:36 AM
Im always using english language in games. "Vanilla" RimWorld is running without a problem (whichever settings i pick in whatever combinations). Maby i could pass some sort of error log or something?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on March 03, 2016, 06:44:09 PM
Quote from: Canute on March 03, 2016, 10:54:31 AM
The Appdata folder don't get used when you use the shortcut that got created from the setup.
Does Rimworld works well when you stay at English ? If not you prolly miss something at the installation.


Other question:
Why does the Small plasma generator produce heat. I couldn't find a <Heatpersecond> at the thingdef or is this a basic thing ?

Ok, i couldn't find out how many heat a small/medium heater generate either.

And does the <Heatingpertick> from the fusebox still got used, didn't found any entry at the wiki for that.
I wanted to create a sheet about the heat producing things, since i like to settle in cold biomes.
Generally, heat producing items have the HeatPusher comp, which can actually do both heating and cooling (negative numbers). I've never looked at these buildings/mods' code though, so they could theoretically have something hardcoded in the dll (if there's custom defs/attributes, it certainly sounds that way.)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SUbzero0143 on March 03, 2016, 06:51:54 PM
so if i Therese isnt  a mod in the mod pack that i want to keep do i also have to delete that? then  inserted C:\Downloads\ModVarietyPack-1.26.zip\ModVarietyPack-1.26\Mods--> to have that mod thats not in the modpack in it?. sorry if this doesn't make sense. by that i mean the zombie apl mod
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on March 04, 2016, 06:33:01 PM
Are 1.25 saves compatible with 1.26?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 05, 2016, 09:18:36 AM
Would I be able to play use crash landing with this mod?


Separately, various thing I have noticed:

1. Some infused items are broken and have no stats.

2. Cooking seems not very balanced and have a few redundant items:
*Taffy and Hardcandy are identical (10 sugar for a 5% nutrition, 10% glut joy, $25 value)
*Chocolate is worse than them (10 sugar and 15 cocoa for 1% nutrition 7% glut joy, $6 value)
*Caramel is also worse simply worse (15 sugar for 5% nutrition, 10% glut joy, $25 value)
*Pumpkin pie and blue berry pie are identical in all but one of the ingredients (5 sugar, 15 flour, 10 ingredient for 5% nutrition, 40% glut joy, $25 value)
*Sweet bun is simply better (5 sugar, 15 flour, 10% nutrition, 40% glut joy, $25 value)
*Cookie is just a waste of resources
*Tofu is a complete waste of resources (700 nutrition in -> 60 out)
*Tempera Paint Set is identical to regular paint, just uses more resources
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 05, 2016, 02:45:27 PM
I think that some food items are just for variety's sake when it comes to vendors to be completely honest.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 05, 2016, 03:17:10 PM
Quote from: WinterFlare on March 05, 2016, 02:45:27 PM
I think that some food items are just for variety's sake when it comes to vendors to be completely honest.
All of these are craftable. And I feel there is no "variety" in having the same thing duplicated with a slightly different icon. It adds nothing, and just clutters inventory and crafting menu.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: danjal on March 05, 2016, 06:53:18 PM
Quote from: Shad on March 05, 2016, 03:17:10 PMAll of these are craftable. And I feel there is no "variety" in having the same thing duplicated with a slightly different icon. It adds nothing, and just clutters inventory and crafting menu.

Yes and no, while for now that may be largely the case - meaning that aside from RP or flavour reasons they have no actual gameplay difference.
It'd by quite easy (and I honestly suspect that this feature will make it into the game) to get them to develop 'tastes'.

Which means that some people will want a specific kind of dish or even be allergic to certain foods. Similar to how they already have the cannibalism trait I'd suspect to see vegan or vegetarian, allergies, someone that prefers spicy food and so on.
On top of that the mere desire for variety in meals even outright dependancy for variety.
The former resulting in a negative mood if there's only one type of food and potentially a positive if there's variety. The latter resulting in disease if certain nutritional elements are missing.

Personally I'd say that paving the way for such features would fit very well within Rimworld.
And while I agree that the game could do with a better way of processing and storying different meals - I wouldn't say that all it does is cause clutter.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Voker57 on March 07, 2016, 04:09:28 PM
Stuffed animals appear to be buggy: they are not included in room (if you toggle room quality display and hover it, there are borders around stuffeds), so they don't affect beauty perception.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: RoboticManiac on March 09, 2016, 01:17:46 AM
Just had a visitor go berserk in front of an improvised turret and begin to tear up one of my colonists. The turrets didn't open fire, or do much of anything. Anyone else have this problem? Second time this has happened.  :-\
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Agalyon on March 09, 2016, 11:14:25 AM
Any chance of More Mechanoids being added to the pack? I'd just toss it in, but it throws up quite a few error messages. The enemy variety is always good, and I like how you can repair the mechanoids for your own use, it feels really good having them to play with.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Cherna on March 09, 2016, 12:33:52 PM
Yes, we need some new enemies. I think norbals and federation are not enough to get some real fun.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 09, 2016, 05:25:37 PM
Quote from: Voker57 on March 07, 2016, 04:09:28 PM
Stuffed animals appear to be buggy: they are not included in room (if you toggle room quality display and hover it, there are borders around stuffeds), so they don't affect beauty perception.

Personally I don't like the Stuffed Animals anyway because they don't have a quality to them, they just flat out give 100 beauty.

Quote from: RoboticManiac on March 09, 2016, 01:17:46 AM
Just had a visitor go berserk in front of an improvised turret and begin to tear up one of my colonists. The turrets didn't open fire, or do much of anything. Anyone else have this problem? Second time this has happened.  :-\

That's probably because berserk colonists (and probably enemies) are only targeted by what they're attacking, or drafted colonists. If this wasn't the case a colonist could go berserk on a supply run, come back, and get blown up by a turret. You probably have to manually target for a situation like this.

------

As for the two people suggesting factions, I don't think there really are any for A12 right now. I don't look around for mechs, but the person who made Pirates and Norbals hasn't updated their other faction yet, and I honestly don't know of any other mods that add factions. You can verify that yourself here: https://ludeon.com/forums/index.php?topic=7670.msg77531#msg77531 (https://ludeon.com/forums/index.php?topic=7670.msg77531#msg77531).

As for the More Mechanoids thing, simon would have to tune their weapons for combat realism because this modpack basically revolves around that.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Herc18 on March 09, 2016, 10:21:41 PM
Any new animals included? Besides the cats.... Love mods like biodiversity just for varieties sake :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: forumaccount on March 10, 2016, 01:58:41 AM
Today's story is about how I want to compare the experience of your modpack, against playing with my mods of choice (basically, all the cool mods, especially small mods, but NOT any gun-porn mods that add piles more guns to the game). Maybe I'll discover some cool new mods from trying your pack!

So I'm skimming the instructions, zooming along, it says delete all your mods. Okay! ZAP! Game won't launch... re-read the instructions more carefully, oh I'm supposed to run a windows or mac shell script, that's fine I can do it manually in terminal. Oh hm. Don't delete core? Oooops.

Luckily I gzip'd all my mods before deleting them so I could return to my previous state. ;) Close call though! For a little while I was feelin mighty silly!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 10, 2016, 12:05:42 PM
Is this an aspect of the modpack, CR, or is my character just sadistic?
(http://i.imgur.com/ZtZC198.jpg)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 10, 2016, 01:15:31 PM
Quote from: Shad on March 10, 2016, 12:05:42 PM
Is this an aspect of the modpack, CR, or is my character just sadistic?

That's what happens when your weapons are too good, and their armor is shit. Nothing to block the blow means whatever you hit takes full damage, and as far as I'm aware power arms are pretty powerful.

This is why whenever I want to capture prisoners (for one reason or another) I use a PDW (because it does a bunch of low damage hits that won't individually destroy limbs). Likewise, when I have a berserk colonist I use something of a medium damage (or if I could get federation weapons I'd use those) because if you try to knock down your own colonist with fists, it will take too long / have too many injuries (plus eye damage), and if you use something too strong they'll lose arms / legs / ect.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 10, 2016, 01:24:37 PM
Quote from: WinterFlare on March 10, 2016, 01:15:31 PM
That's what happens when your weapons are too good, and their armor is shit. Nothing to block the blow means whatever you hit takes full damage, and as far as I'm aware power arms are pretty powerful.

This is why whenever I want to capture prisoners (for one reason or another) I use a PDW (because it does a bunch of low damage hits that won't individually destroy limbs). Likewise, when I have a berserk colonist I use something of a medium damage (or if I could get federation weapons I'd use those) because if you try to knock down your own colonist with fists, it will take too long / have too many injuries (plus eye damage), and if you use something too strong they'll lose arms / legs / ect.
But once the character is downed, it really should only take one hit to the head (or a couple to the torso) to kill him. But no, instead, my guy always goes after every limbs first. I have started using him as a "chief torturer", to punish enemies (then replace their crushed limbs with peg legs and hook hands and setting them free).

For berserk colonists, Force Field net is your friend.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: RoboticManiac on March 10, 2016, 05:07:13 PM
Not relevant at all, but my semi disabled pet iguana just drank itself to death by ingesting to much wine. Just barely saved my Labrador, caught him in the middle of a drinking session.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kadrush on March 10, 2016, 05:44:23 PM
The idea of an Alcoholic Iguana is actually quite funny...
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 12, 2016, 02:45:09 PM
Quote from: Kadrush on March 10, 2016, 05:44:23 PM
The idea of an Alcoholic Iguana is actually quite funny...
Alcoholic colonists are a problem as they go binging without even being unhappy. They my more sensitive colonists dislike the piles of vomit everywhere and then they go on binges!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Dopper on March 13, 2016, 08:46:24 PM
Could you add the Numbers! mod (https://ludeon.com/forums/index.php?topic=16558.msg182260#msg182260) to the modpack in the next release? pls :D
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Chaotic Skies on March 14, 2016, 11:36:01 AM
So...I did everything the install guide said, and the shortcut didn't work. So I did what the guide said in that situation, and instead I got vanilla rimworld. Is there any way I could get the mod order so I can fix this?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: SURU on March 14, 2016, 12:40:27 PM
Quote from: Chaotic Skies on March 14, 2016, 11:36:01 AM
So...I did everything the install guide said, and the shortcut didn't work. So I did what the guide said in that situation, and instead I got vanilla rimworld. Is there any way I could get the mod order so I can fix this?

Yes, just make shortcut manually from Rimworld.exe, right click on it, and add parameters which are in the shortcut which doesn't work (right click -> Edit), it's something like "C:/directoryofrimworld/Rimworld.exe" -savedatafolder SaveData. This is not exactly correct path and attributes, just i remeber it like this. Look into it better than this. If still have problems, e-mail me: [email protected]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on March 14, 2016, 02:29:40 PM
Why does my Xerigium keep dying while growing all the time? No matter the type of soil/lighting conditions, it just keeps randomly dying.
No toxic fallout, clear weather, growing season.. wtf is happening.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 14, 2016, 03:38:54 PM
I have no problems with Xerigium. Do you definitely have the temperature and lighting requirements? Is the growth displayed as 100% or more? No herbiroves with access to the area?

If all the game conditions appear fulfilled, is this definitely a clean install with no other mods? The base value in the mod pack is a lifespan of 30 days and growing time of 10 days.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on March 14, 2016, 03:52:56 PM
Quote from: Shad on March 14, 2016, 03:38:54 PM
I have no problems with Xerigium. Do you definitely have the temperature and lighting requirements? Is the growth displayed as 100% or more? No herbiroves with access to the area?

If all the game conditions appear fulfilled, is this definitely a clean install with no other mods? The base value in the mod pack is a lifespan of 30 days and growing time of 10 days.

100% 110% on fertilized soil. Animals are not eating the plants, they just dissapear 1 by 1. Clean install no extra mods. This didn't happen in the beginning as I remember I did get like 100 Xerigium stockpiled, but at some point I noticed I wasn't getting any.
There was toxic fallout long time ago. I have Xerigium inside under the lights and outside, both say 100%+ growth and yet they just keep dying off, my colonists keep replanting them.

EDIT: seem to have found out the issue. Xerigium is super sensitive to temperature. Had like 26 degrees in a room, they were dying off.
Other plants don't mind 30 even 40 degrees.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 14, 2016, 04:31:17 PM
Separately I have found a loophole with current prosthetics: clavicle.

Cannot grow, cannot harvest, cannot replace. Bionic arms do not include the clavicle.
Any suggestions?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: deadlydullahan on March 14, 2016, 04:46:20 PM
Quote from: Shad on March 14, 2016, 04:31:17 PM
Separately I have found a loophole with current prosthetics: clavicle.

Cannot grow, cannot harvest, cannot replace. Bionic arms do not include the clavicle.
Any suggestions?

Easiest option? Replace the colonist with a Synth; They'd never know the difference. On a more serious note, see if an exoskeleton suit fixes it? If not it might be best to just get a bionic arm to counteract the efficiency debuff from injury.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 14, 2016, 04:58:43 PM
QuoteIf not it might be best to just get a bionic arm to counteract the efficiency debuff from injury.
Pessimist prostophobe

upd. having checked, exoskeleton also does not replace clavicle.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on March 14, 2016, 05:37:57 PM
Why are Rimsenal Federator/Arranger so weak while Centipede is so absolutely insane?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Delekhan on March 14, 2016, 07:41:13 PM
Is this modpack going to be updated anymore? For example, with the latest version of Hospitality which is a big improvement.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: forumaccount on March 14, 2016, 08:41:45 PM
Quote from: Delekhan on March 14, 2016, 07:41:13 PM
Is this modpack going to be updated anymore? For example, with the latest version of Hospitality which is a big improvement.
I think a lotta folks are saving their energy for the seems-like-it'll-be-soon-probably alpha 13/
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: deadlydullahan on March 14, 2016, 10:01:12 PM
Quote from: Shad on March 14, 2016, 04:58:43 PM
QuoteIf not it might be best to just get a bionic arm to counteract the efficiency debuff from injury.
Pessimist prostophobe

upd. having checked, exoskeleton also does not replace clavicle.

Tough call then, gonna end up with either a mood debuff or an efficiency debuff
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on March 15, 2016, 02:53:11 AM
Quote from: forumaccount on March 14, 2016, 08:41:45 PM
Quote from: Delekhan on March 14, 2016, 07:41:13 PM
Is this modpack going to be updated anymore? For example, with the latest version of Hospitality which is a big improvement.
I think a lotta folks are saving their energy for the seems-like-it'll-be-soon-probably alpha 13/
Yep. Especially for modders without access to private tester builds, it's a bit demotivating not knowing wether or not (and which parts of) your code will still work in a month or so.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 15, 2016, 07:14:52 AM
Quote from: deadlydullahan on March 14, 2016, 10:01:12 PM
Tough call then, gonna end up with either a mood debuff or an efficiency debuff
Yeah, went with mood debuff. I hope the option of growing bones does appear. It's silly that I can make bionic spines, but making a single bone is impossible.

Especially since  destroyed clavicle has the same effect as a destroyed arm: 50% defuff to manipulation.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on March 15, 2016, 11:31:29 AM
There is a weird disparity between Enemy raids with guns and the primitive tribes. I am more afraid of Masses of Norbals than other raiders. If I get a raid of Norbals with 50 enemies, then equivalent of that in raiders with guns will be like 10-15 enemies(which is laughable).
Mechanoid attacks seem ok, but Rimsenal enemies are so weak that again Norbals are more formidable.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 15, 2016, 03:28:55 PM
What's wrong with norbal raiders for you? Couple of minigun turrets + colonists with long range weapons = no-one gets to melee. In case some people get close, keep one or two colonists with the deadliest short range weapon - the light pistol.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on March 15, 2016, 03:35:21 PM
Quote from: Shad on March 15, 2016, 03:28:55 PM
What's wrong with norbal raiders for you? Couple of minigun turrets + colonists with long range weapons = no-one gets to melee. In case some people get close, keep one or two colonists with the deadliest short range weapon - the light pistol.

Its not that I have problem with Norbals, I have problem with how weak the Armed raiders are compared to Norbals. Why do I get raids with 50+ Norbals and only like 10 men armed sieges???
I play on Hildegarde Extreme, I get raided non stop. Whenever I see guns, I immediately know this is gon be EZ mode.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Fluffy (l2032) on March 15, 2016, 07:17:59 PM
Norbals with their shields and magic hammers are quite powerful, but only 'cost' about as much point as the much squishier tribals for the storyteller to send at you. Probably something that needs some balancing.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 15, 2016, 08:31:32 PM
When I see a 60-man norbal raid, I think with horror: "OMG, where am I supposed to bury all these guys". And "storage is going to overflow again with recycled hides".

Armed raiders re more compact and sometimes drop phat loot.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on March 16, 2016, 02:51:46 AM
This game needs some kind of elite pirates that only come in droppods inside your base and are in full set of armor with good cqc(smg/shotguns/melee) weapons. We might actually have casualties to these elite bastards.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Sukha on March 16, 2016, 04:05:57 AM
Quote from: Canute on March 16, 2016, 02:58:31 AM
Like the Elite-commands from Glittertech ? :-)
But they are only a thread at their first few drops, after that you pickup their weapons and use these against them.

Yeah maybe they should be Robots then, so they don't leave their weaponry.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 16, 2016, 07:00:22 AM
 We already have those, they are called mechanoids. Perhaps they could be more common on Hildegarde.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 16, 2016, 02:29:33 PM
I thnk the minigun ware nerfed because before is just impossible, with sniping capability across half of the map. Maybe it was nerfed too much.

I do prefer minigun shooting at shorter ranges than sniper rifles - that's how it's supposed to be.

Syringe - I completely agree
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 16, 2016, 03:40:37 PM
AFAIK Combat Realism aims to make all weapons realistic, and as for sniper rifles and such, being able to shoot across the entire map is nothing because trees and shit get in the way of the shot.

Miniguns however, didn't care when it came to that, because they fired so many shots. Before the nerf they could kill a person sniping at them in a single burst.

I honestly hate centipedes, they take way too many hits regardless of what weapon you use, and 9 times outta 10 I end up destroying their FUCKING WEAPON before I kill them. This is coming from a person who restricts themselves to as few turrets as possible, I don't try to cheese stuff, so when it takes 20 grenade throws or several single use rocket launchers to kill something my patience starts to wear thin. (Speaking of Rockets, tried to use an RPG against a centipede and it basically did nothing.) Maybe I'm just bad, but I actually PREFER Norbal attacks because I can use hit and run tactics, as well as the need to deal with a bloodied up corpse ridden colony where people are going nuts from pain and disgust.

I'd really like if there were more factions, but honestly I don't think there are that many made for the game. Someone suggested More Mechanoids https://ludeon.com/forums/index.php?topic=9221.0 and that seems like it might be a novel idea, but you have to consider if things add weapons and armor, they need to be tweaked for Combat Realism.

As for the Syringe, unless a bugfix is made for it, why not just -not- use the damn thing? It's called impulse control, just don't use it on mechs.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Encrtia on March 16, 2016, 05:41:16 PM
Got Myself Two Bugs Here.

Will shove it on the Github when able, but wondering if there's either a fix, or a confirmation of these existing elsewhere.

Firstly, Research.
After a couple in-game years, I've researched a lot. When I hit the "Researched" tab in research (to see what I have done), the entire Research tab glitches out proving to be unusable (can't view anything, can't research anything new). The only fix, is restarting the game.

Second, Medicine.
I have colonists with missing noses, lungs, tibias, ARMS even! - you name it. But I have no option (after Medicine III & having built the respective organ + housing Medicine) to "Install Lung" or "Install Nose" or "Install Arm". I can go bionic, but I'm needing organic here.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on March 16, 2016, 06:22:09 PM
Quote from: Encrtia on March 16, 2016, 05:41:16 PM
Second, Medicine.
I have colonists with missing noses, lungs, tibias, ARMS even! - you name it. But I have no option (after Medicine III & having built the respective organ + housing Medicine) to "Install Lung" or "Install Nose" or "Install Arm". I can go bionic, but I'm needing organic here.

Could you check which race they are?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Encrtia on March 16, 2016, 06:44:26 PM
Quote from: IAMEPSIL0N on March 16, 2016, 06:22:09 PM
Quote from: Encrtia on March 16, 2016, 05:41:16 PM
Second, Medicine.
I have colonists with missing noses, lungs, tibias, ARMS even! - you name it. But I have no option (after Medicine III & having built the respective organ + housing Medicine) to "Install Lung" or "Install Nose" or "Install Arm". I can go bionic, but I'm needing organic here.

Could you check which race they are?


Human.



Edit:

Ok. Something weird happened. I don't know when or why, but the Nose + Lung option suddenly appeared. Nothing notable had changed... so I can't "replicate" this... Eitherway, Tibia is still an issue beyond getting a negative from "harvesting" the person's leg to then replace it. (Or so I predict)

Also, the arm is still missing with no "Install" prompt.

Final Edit FYI:

In order to get around, I had to install a Steel Arm + a Peg Leg, to then be able to Install an Arm that was shot off, & replace a broken Tibia.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on March 17, 2016, 12:59:53 AM
Darn, I am at a bit of a loss if they were humans.

If they had been Norbals I figured it was just recipes not extended to them.

I'll have to keep my eyes open for other cases like that.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 17, 2016, 01:06:56 AM
Quote from: Encrtia on March 16, 2016, 06:44:26 PM
Final Edit FYI:
In order to get around, I had to install a Steel Arm + a Peg Leg, to then be able to Install an Arm that was shot off, & replace a broken Tibia.

I know exactly what causes the Arm issue, but not the Tibia Issue (But it might be similar to the Arm issue.) AFAIK hierarchy upper body limbs goes Shoulder > Arm > Hand, All manufactured "Arms" are installed at the Shoulder, but natural arms are not. I have no idea why it behaves this way, but it does.

Ultimate Overhaul had a way to fix individual bones without replacing body parts, but I'm not sure what mod it actually was. They were called "Artificial Bones" and they were made from plasteel (and some other shit) inside of a chemlab. They had 2 uses, 1, to be a pain in the ass item to be used to make the prosthetics and bionic parts, and 2, repair any natural bones instead of having to replace entire limbs.

Found it: FixBone by Latta https://ludeon.com/forums/index.php?topic=11171.msg111221#msg111221
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Encrtia on March 17, 2016, 03:02:06 AM
Ah, I see. I figured it was something simple like this. I'm aware of the "Artificial Bones" mod, which I've used in the past with great joy - but as it was not in this mod, I haven't installed it in order to avoid mod instability. (I'm only good at mod tweaking in The Elder Scrolls haha)

Have you tried applying that mod within the Mod Variety pack?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nebbeh on March 17, 2016, 03:28:34 AM
Any chance of having robots added to the items menu of EDB Prepare Carefully? Would love the ability to start with a hauler or miner robot at the cost of something else with points like everything else. :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Delekhan on March 17, 2016, 03:37:48 AM
Starting with a robot probably wouldn't work, since there's no power for a while. The robot would run out of power and self-destruct, even if you rush Power I. Remember you also need Crafting I to be able to build steel bars so that you can build a steam generator or wind turbine.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nebbeh on March 17, 2016, 03:39:40 AM
Quote from: Delekhan on March 17, 2016, 03:37:48 AM
Starting with a robot probably wouldn't work, since there's no power for a while. The robot would run out of power and self-destruct, even if you rush Power I. Remember you also need Crafting I to be able to build steel bars so that you can build a steam generator or wind turbine.

The MVP_Robots do not require power, so thats of no issue as long as they can reach their base station.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 18, 2016, 02:43:09 AM
Quote from: Encrtia on March 17, 2016, 03:02:06 AM
Ah, I see. I figured it was something simple like this. I'm aware of the "Artificial Bones" mod, which I've used in the past with great joy - but as it was not in this mod, I haven't installed it in order to avoid mod instability. (I'm only good at mod tweaking in The Elder Scrolls haha)

Have you tried applying that mod within the Mod Variety pack?

Sorry, when I linked that I linked it as more of a suggestion than anything, I think I read earlier in the thread that A13 may be coming out soon, so modders are saving their efforts for that. Perhaps when that rolls around some new things will be added / updated with the pack.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: grugel on March 18, 2016, 10:52:08 AM
I cant seem to place growing zones even though i have researched agriculture I. Am i missing something?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: grugel on March 18, 2016, 10:57:00 AM
Think i found it now - cultivated soil?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 19, 2016, 03:15:52 PM
What does fissure size affect?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 19, 2016, 04:32:55 PM
Do fissures run dry? Or are they permanent?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Yck on March 20, 2016, 05:12:10 AM
Hey there! I really love the mod, except for one little thing: facial hair. Is there a way to disable it, but keep everything else?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: bmilreu on March 21, 2016, 01:47:45 PM
Hello, did you disable the group/draft hotkey stuff from Miscellaneous? If not, how to use it?

edit:
Since it´s my first post, thx for the great modpack and thx to all mod creators.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Zenophobe on March 21, 2016, 03:34:13 PM
Plaed all day yesterday. Try to load game today using modvariety created shortcut and all mods unloaded and no game saves? When i enable mods get an error that they can't work together. Ideas?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: nuschler22 on March 21, 2016, 05:19:31 PM
Wanted to try this out. 

Is there a way to disable the facial hair?  I'm not interested in seeing a bunch of bearded women, especially when I'm using the EdB prepare carefully to choose who I want to start the colony.  Nor do I want women coming into the colony after I start with beards. 

I saw some talk about facial hair when I searched, but I couldn't find a resolution.  Perhaps because there might not be one. 

Thanks for the help. :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: maniacal1 on March 21, 2016, 11:03:09 PM
...I was hoping to find a mod pack with a bit less micro-management than hardcoreSK, but this one just does not want to work.  The first time I installed, the combat realism mod wouldn't work no matter what order I put it in.  Deleted, reinstalled, and this time it worked until I tried to load a save ( save integrity is something I always check first, on any game ) and it just loaded me into some weird white-on-black rainy screen with no control and a big error log full of combat_realism crashes and fails.  So I deleted, and tried AGAIN.  This time it worked fine, loaded into it, saves work...but now I can't set grow zones.
Oh, and I STILL get combat realism errors every now and again when I load in.  I've been using the CR mod in hardcore for weeks, but something in this pack just does not want it to work.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: maniacal1 on March 22, 2016, 04:44:36 AM
Quote from: Canute on March 22, 2016, 03:17:18 AM
You just need a fresh Rimworld install (don't forget Hardcore SK change Core), execute the setup, start Rimworld with the Link that the setup created and you are set.

Hrm.  Well, I was not aware that it modified the core folder.  I didn't know that any mod did that, so maybe that is my issue.  Appreciate the head's-up, I'm gonna try that right now.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Galleg on March 22, 2016, 10:39:49 AM
Hey guys

I cant start the mod, shall I unzip de files inside the Mods folder or inside the general game?
Because I don't find the new shortcut.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on March 22, 2016, 11:03:27 AM
Quote from: Galleg on March 22, 2016, 10:39:49 AM
Hey guys

I cant start the mod, shall I unzip de files inside the Mods folder or inside the general game?
Because I don't find the new shortcut.

There are steps if you are like me and just want to manually put everything in it's place and don't care about the ability to quickly start the game with no mods or having saves seperated.

To use the autoinstaller I am pretty sure you want to start with a fresh install of rimworld so that only the unmodified core is left in the mods directory. Then extract the modpack to the main game folder so that the new mods folder is merged into the existing mods folder but the savedata folder is just in the main game folder. There is then a script that will create the new shortcut.

Quote from: maniacal1 on March 21, 2016, 11:03:09 PM
This time it worked fine, loaded into it, saves work...but now I can't set grow zones.
Oh, and I STILL get combat realism errors every now and again when I load in.  I've been using the CR mod in hardcore for weeks, but something in this pack just does not want it to work.
We answered the food thing just a few days ago, you have to till the land before you can set a grow zone, it is in the food category.

Strange, I've been playing for a few hours and haven't noticed any errors, is it bringing up the debug screen? Any other behaviour I should be on the look out for.

Quote from: nuschler22 on March 21, 2016, 05:19:31 PM
Is there a way to disable the facial hair?  I'm not interested in seeing a bunch of bearded women, especially when I'm using the EdB prepare carefully to choose who I want to start the colony.  Nor do I want women coming into the colony after I start with beards. 

I saw some talk about facial hair when I searched, but I couldn't find a resolution.  Perhaps because there might not be one. 

Thanks for the help. :)
Bearded women? I can't say I've seen that happen yet but I'll try to replicate it myself. Has it actually occurred to you with game generated colonists or only in prepare carefully?

Unfortunately there is not a mod that just adds beards and such as it is mixed in with the MVP files, I think I saw instructions on how to remove that content but it was from a few versions back. Edit: the instructions were not intended to do specifically that and I am not keen on saying just delete this file as for all I know that will just cause the game to crash every time it tries to display a mod face.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: nuschler22 on March 22, 2016, 01:26:52 PM
I happened in the prepare carefully part of it.  I didn't try a new game because I was unable to get any of the female faces not to have a beard.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 23, 2016, 03:15:50 PM
"If (for whatever reason) the shortcut/script does not work for you, you can copy the modconfig.xml from the savedata folder to C:\Users\YourUsername\AppData\LocalLow\Ludeon Studios\RimWorld\Config overriding the one that is there. Then just start the game with the original .exe file."

Literally on the Github ReadMe. https://github.com/simon-82/ModVarietyPack/blob/master/README.md
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Oshien on March 23, 2016, 07:42:45 PM
I am really enjoying this mod pack but I am having trouble getting more than 7 colonists. Even with a warden with 17 social and highest level of happiness from the prisoners, it is only giving me a 1% chance to recruit and I am doubting at this point that it is even that high lol. Any ideas or is there a soft cap?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 23, 2016, 11:53:48 PM
The game itself has a soft cap based on what storyteller you're using, aside from that Norbals are notorious for not wanting to join in most circumstances.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Yck on March 24, 2016, 01:10:26 AM
Quote from: nuschler22 on March 22, 2016, 01:26:52 PM
I happened in the prepare carefully part of it.  I didn't try a new game because I was unable to get any of the female faces not to have a beard.

I also saw bearded women in the Prepare Carefully, and was able to change them into beardless, then started the colony. But one of the first female visitors I got was a bearded woman. :/
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: hoochy on March 24, 2016, 11:04:55 PM
Well there are bearded women in real life, so, nothing wrong with that ;)

Thanks again for this modpack simon and all the mod creators behind it! Its great fun, much better than vanilla. It is strange how crap vanilla is compared to the mods, not that it is a poor game it was still fun. But you can't go back to vanilla without a lot of these mods. Hopefully the base game is improved in other ways, like fixing bugs (colonists too fast become permanently invisible) and the performance being crap even on a great computer just because of pathfinding or job finding. I wish they would multithread that part because I have 6 cores being unused and the game slideshowing on big maps.  It is possible, even with Unity 5, but depending on how the game is coded might be a big job to rewrite it to use multicores.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Playbahnosh on March 25, 2016, 06:04:37 AM
Is there a way to re-enable turrets from the TurretCollection?
I guess most of them were removed for balance issues, but right now mechanoid weapons (shock lance, minigun) all out-range every turret or weapon I have, even the AM turret and the Minigun turret, utterly useless against mechanoids in particular. They just sit there outside weapons range and plink away at my defenses without opposition. The only turret that can shoot that far is the Cannon, but for some reason (maybe the Combat Realism changes) even with an operator of 19 Shooting skill, it can't hit the broad side of a barn, let alone a mechanoid. Also, the Cannon cannot fire over sandbags or through embrasures, so the operator gets killed almost instantly too.

I want my GAU-5, Chaingun and Howitzer back, game balance be damned.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 25, 2016, 09:37:09 AM
I'm quite sure sniper weapons (including AM rifle) should have more range than mechs.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Playbahnosh on March 25, 2016, 11:31:00 AM
Quote from: Shad on March 25, 2016, 09:37:09 AM
I'm quite sure sniper weapons (including AM rifle) should have more range than mechs.
I'm quite sure any colonist I sent out with a sniper against minigun and shock lance wielding space maggot got pureed into a red mush in under a second. And yes, AM turrets SHOULD outrange mechs at least. Failing that, I want big bertha and BRRRRRT! back in my arsenal.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on March 25, 2016, 02:35:38 PM
I have worked my way through co many centipedes in my current run, I lost count. TBH, I don't even use the AM rifle much. It's too slow to fire and reload and somehow even a 17 Shooting adv bionic eye guy rarely hits with it.

I found 3 optic precision rifles work just fine.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on March 25, 2016, 08:42:40 PM
So how do I make shoes? :) Seriously though why cant I make them.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Speeny on March 25, 2016, 10:10:31 PM
I wanted to give this a try on my stream. I found Hardcore was complicated for its own sake and my own collection of mods recently broke, so I think this is next up on the list! Starting my stream at 7:20 PST on twitch under spinx42.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: nuschler22 on March 26, 2016, 12:40:23 PM
Quote from: hoochy on March 24, 2016, 11:04:55 PM
Well there are bearded women in real life, so, nothing wrong with that ;)

Thanks again for this modpack simon and all the mod creators behind it! Its great fun, much better than vanilla. It is strange how crap vanilla is compared to the mods, not that it is a poor game it was still fun. But you can't go back to vanilla without a lot of these mods. Hopefully the base game is improved in other ways, like fixing bugs (colonists too fast become permanently invisible) and the performance being crap even on a great computer just because of pathfinding or job finding. I wish they would multithread that part because I have 6 cores being unused and the game slideshowing on big maps.  It is possible, even with Unity 5, but depending on how the game is coded might be a big job to rewrite it to use multicores.

Yes, women with beards are so very common.  You see them all the time.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: hoochy on March 27, 2016, 08:53:33 AM
Quote from: nuschler22 on March 26, 2016, 12:40:23 PM
Quote from: hoochy on March 24, 2016, 11:04:55 PM
Well there are bearded women in real life, so, nothing wrong with that ;)

Thanks again for this modpack simon and all the mod creators behind it! Its great fun, much better than vanilla. It is strange how crap vanilla is compared to the mods, not that it is a poor game it was still fun. But you can't go back to vanilla without a lot of these mods. Hopefully the base game is improved in other ways, like fixing bugs (colonists too fast become permanently invisible) and the performance being crap even on a great computer just because of pathfinding or job finding. I wish they would multithread that part because I have 6 cores being unused and the game slideshowing on big maps.  It is possible, even with Unity 5, but depending on how the game is coded might be a big job to rewrite it to use multicores.

Yes, women with beards are so very common.  You see them all the time.

lol its called shaving/plucking/waxing. It is more common than you realize, especially for some ethnicities.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Daketh on March 27, 2016, 06:46:06 PM
Hey folks!

Has anyone found a way in this pack to replace a broken bone? I've got a colonist with a shattered clavicle and a bionic arm did not replace it. Would a bionic spine help? Or is there a way to make artificial bones?

It's a pretty hefty penalty to manipulation, so I'd love to fix it up.

Thanks!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Headshotkill on March 27, 2016, 06:50:54 PM
Quote from: hoochy on March 27, 2016, 08:53:33 AM
Quote from: nuschler22 on March 26, 2016, 12:40:23 PM
Quote from: hoochy on March 24, 2016, 11:04:55 PM
Well there are bearded women in real life, so, nothing wrong with that ;)

Thanks again for this modpack simon and all the mod creators behind it! Its great fun, much better than vanilla. It is strange how crap vanilla is compared to the mods, not that it is a poor game it was still fun. But you can't go back to vanilla without a lot of these mods. Hopefully the base game is improved in other ways, like fixing bugs (colonists too fast become permanently invisible) and the performance being crap even on a great computer just because of pathfinding or job finding. I wish they would multithread that part because I have 6 cores being unused and the game slideshowing on big maps.  It is possible, even with Unity 5, but depending on how the game is coded might be a big job to rewrite it to use multicores.

Yes, women with beards are so very common.  You see them all the time.

lol its called shaving/plucking/waxing. It is more common than you realize, especially for some ethnicities.

You made your point, women can look like the way they please even if that means blue armpit hair and stuff but can we please focus on the game and mod now again?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on March 28, 2016, 02:05:53 AM
Quote from: Daketh on March 27, 2016, 06:46:06 PM
Hey folks!

Has anyone found a way in this pack to replace a broken bone? I've got a colonist with a shattered clavicle and a bionic arm did not replace it. Would a bionic spine help? Or is there a way to make artificial bones?

It's a pretty hefty penalty to manipulation, so I'd love to fix it up.

Thanks!

Not currently, and i'm fairly certain mod makers are waiting for A13 to update their mods (which means the modpack may be on hold for now).

Best case scenario would be to replace the limb with one chopped off an enemy prisoner (I think this requires medicine 2 or 3 to actually put it on someone else.) That is of course if you meant limb bones. If it's something like the clavicle you may have to go bionic to make up for the broken bone. (Bionic limbs are more than 100%, so even if you can't repair something you can still make up for it with enough bionics)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Darkon84 on March 28, 2016, 09:35:02 PM
Hi folks,

I have only played Rimworld a few times before I decided to add mods. I first tried the hard-core SK pack and done my head in. I have done fairly well I think with the ModVarietyPack I just have a few little issues that I'm not sure about. I can't find sunlamps I have access to hydroponics basin, do I need to do more research?
The hydroponics basin in this pack is different from vanilla, what mods changes the hydroponics basin? I want to integrate the differences to see if they work the same.  Also the hydroponics basin in this pack has a note saying you don't need sunlamps which is different from when I last used them in vanilla. If anyone has a example using the hydroponics basin from this pack I could follow that would help.

Also is there an easy way to get lots of cotton? growing it is taking awhile.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: IAMEPSIL0N on March 29, 2016, 01:33:33 AM
Quote from: Darkon84 on March 28, 2016, 09:35:02 PM
Hi folks,

I have only played Rimworld a few times before I decided to add mods. I first tried the hard-core SK pack and done my head in. I have done fairly well I think with the ModVarietyPack I just have a few little issues that I'm not sure about. I can't find sunlamps I have access to hydroponics basin, do I need to do more research?
The hydroponics basin in this pack is different from vanilla, what mods changes the hydroponics basin? I want to integrate the differences to see if they work the same.  Also the hydroponics basin in this pack has a note saying you don't need sunlamps which is different from when I last used them in vanilla. If anyone has a example using the hydroponics basin from this pack I could follow that would help.

Also is there an easy way to get lots of cotton? growing it is taking awhile.

The sun lamp is under lighting unless I forgot in the last hour while I would expect the hydrobasins to be under food but I haven't unlocked them yet.

Unfortunately I am not sure which mod the basins are from as they are rolled into the MVP folder. I haven't used them in MVP but if they are the same as what I am thinking of you would either place them like walls or like carpet depending on if pawns can walk over them. I believe each pod has it's own light and will pass power to it's neighbors but that also means that each line of hydros needs to be connected to power wires.

I wish I had some pictures but my setups were all very plain rows of hydros as the mod I was using the hydros were behaving like walls at the time.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Daketh on March 29, 2016, 01:10:14 PM
Quote from: Darkon84 on March 28, 2016, 09:35:02 PM
Also is there an easy way to get lots of cotton? growing it is taking awhile.

If you improve the soil where the cotton is growing with mulch, water and so on (research agriculture to unlock the enhanced soils), you can push the cotton's growth rate up to either 130% or 140% of normal, which speeds it along handily.

Generally speaking, it's better to grow the enhanced crops on the enhanced soil, but improving your xergium, cotton, and hay stands can have a notable effect on your colony.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Darkon84 on March 29, 2016, 06:33:10 PM
Quote from: Daketh on March 29, 2016, 01:10:14 PM
Quote from: Darkon84 on March 28, 2016, 09:35:02 PM
Also is there an easy way to get lots of cotton? growing it is taking awhile.

If you improve the soil where the cotton is growing with mulch, water and so on (research agriculture to unlock the enhanced soils), you can push the cotton's growth rate up to either 130% or 140% of normal, which speeds it along handily.

Generally speaking, it's better to grow the enhanced crops on the enhanced soil, but improving your xergium, cotton, and hay stands can have a notable effect on your colony.
Thanks guys for your input that will help me a lot. I will have to play with the 1x1 hydroponics with the 8 fields that sounds like it could be very handy.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on March 30, 2016, 09:48:54 PM
I have tried using hydroponics as a light source for farming but its not as good as using a sunlamp. It only lights up 1 tile around the hydroponic basin.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Quickbowjob on April 01, 2016, 09:35:45 PM
Love this pack<3

But one thing i got a problem with the 'Dermal regenerator' it give's me an error once i try to add bill and bill tab stays blank after i close the error.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Quickbowjob on April 02, 2016, 07:11:02 PM
@Canute

oh derp that works thanks ;)
weird it has a bill option tho
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: roy2x on April 03, 2016, 07:42:45 AM
Will the next update add more craftable apparel/armor? The only thing missing for me in this modpack is not being able to make shoes. My god even the tribals have them :D.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Nebbeh on April 03, 2016, 12:36:51 PM
Any chance on making an option to disable norbals? In most cases my game stops for up to 5 minutes every time they spawn (visitors and raids) and the lag for me is unreal when they attack... :(

Other then that I really really love this modpack!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Thorbane on April 04, 2016, 04:15:49 AM
I found a minor bug, the standard cryptosleep caskets (not the ship ones) are unlocked by researching Fruit Trees.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on April 04, 2016, 12:58:19 PM
Quote from: roy2x on April 03, 2016, 07:42:45 AM
Will the next update add more craftable apparel/armor?
I assume the next update will be a compatibility for A13 when it's out.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on April 06, 2016, 02:42:20 PM
Oh no... its happening... alpha 13 is here. :O Now the waiting beginns. Hm maybe i look into the new alpha maybe the "depper" research tree will be good enough to sink some time in the vanilla game till the mods get updatet. :3
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Tyriss on April 06, 2016, 02:57:08 PM
Update looks great. Can't wait for this modpack to catch up to it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: simon-82 on April 06, 2016, 05:45:25 PM
Hi guys :)

Didn't have much time to work on the pack. That's why there was a lack of updates.
I just watched the A13 release video and the changes look awesome :)

Unfortunately that means most of the mods in the pack will either need updating or have to be changed or rebalanced. Some mods can also be removed because they are in the core game now. Like the trader caravans.

So here is how it goes. To update the pack I need to firstly have a chance to play the vanilla game and look at the modlist to see what I want to keep. Then I will look at the parts I did for the modpack and see what I can update / change myself. The research tree obviously needs to be redone and the ressource system needs to be adjusted for the new vanilla "component" ressource. This means tons of recipes need rebalancing for example. Next, I need to update the core mods I want to have. The pack was always built around CombatRealism, which received a major update recently (with another on the way).

At a first glance, this is what I want to do. Much more will surely pop up while do this. But the biggest problem right now is that I don't have the time to do all this because RL is pretty busy.
I just wanted to post this and inform you all what's going to happen and that I really really want to update as soon as possible.
But again, I just don't have the time right now to do it :(
I'll keep you updated how the progress goes though.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on April 06, 2016, 06:03:41 PM
Hey good to see you simon. :D

For me take the time you need, i will patiently wait for your return of the mighty modpack duckling. xD
And for sure real life is more important than this mod pack. ;)

Beside that naturaly i will miss the mod pack and looking forward to an update but i expect it also not fast because of the mod updates of course.

Take your time and make it shiny. ^~^
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Wild Card on April 08, 2016, 09:10:41 AM
Yup i second Kitsune. Take your time, to me this is the best modpack out there. GL
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: cst89 on April 09, 2016, 04:22:00 PM
That's great news, thanks Simon! I am really looking forward to your A13 update!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: niteruner on April 18, 2016, 09:59:32 AM
Any updates on the v13 version? I don't want to hurry or rush you, I just want to know what's the status.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: MrWashingToad on April 18, 2016, 10:55:39 AM
To niterunner
Quote from: simon-82 on April 06, 2016, 05:45:25 PM
Hi guys :)

Didn't have much time to work on the pack. That's why there was a lack of updates.
I just watched the A13 release video and the changes look awesome :)

Unfortunately that means most of the mods in the pack will either need updating or have to be changed or rebalanced. Some mods can also be removed because they are in the core game now. Like the trader caravans.

So here is how it goes. To update the pack I need to firstly have a chance to play the vanilla game and look at the modlist to see what I want to keep. Then I will look at the parts I did for the modpack and see what I can update / change myself. The research tree obviously needs to be redone and the ressource system needs to be adjusted for the new vanilla "component" ressource. This means tons of recipes need rebalancing for example. Next, I need to update the core mods I want to have. The pack was always built around CombatRealism, which received a major update recently (with another on the way).

At a first glance, this is what I want to do. Much more will surely pop up while do this. But the biggest problem right now is that I don't have the time to do all this because RL is pretty busy.
I just wanted to post this and inform you all what's going to happen and that I really really want to update as soon as possible.
But again, I just don't have the time right now to do it :(
I'll keep you updated how the progress goes though.

Been no updates on the Github that I've seen so at this point, no progress that has been discernible. <I am also wanting this>
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: niteruner on April 19, 2016, 02:06:40 AM
Thanks for the quote, but I already read that. It's been almost two weeks now, so I hoped Simon might have had some time to build the new mod pack.
I'm part of a german Let's Play channel and Rimworld is kind of my hobbyhorse, so I'm always exited when new stuff arrives.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: niteruner on April 19, 2016, 07:24:20 AM
I know that. I just wanted to update myself about the status.
If there's nothing new, then there's nothing new :)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: carpediembr on April 19, 2016, 09:45:29 AM
Dude.. just read about the mod (Only used the hardcore mod pack before) and I had to give a try and popped the 12d version on...

YOU MUST update this mod, it is just amazing. Congratulations on the work!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: WinterFlare on April 25, 2016, 06:39:03 PM
Just making a list (mostly for myself) of the mods that haven't updated to A13 that are in this pack. (Last Updated 4/26)

Advanced Lamps by Igabod (https://ludeon.com/forums/index.php?topic=6813.0)
Cats! by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=15457.0)
ModdedHeads by Fluffy (l2032) (Links back to the github, cannot find on Fluffy's Page)
Clutter? by mrofa (Broken Link on Modlist Page) (https://ludeon.com/forums/index.php?topic=17610.0)
DoorMat by Latta (https://ludeon.com/forums/index.php?topic=11171.0)
Infusion by Latta (https://ludeon.com/forums/index.php?topic=12783.0)
RedistHeat by Latta (https://ludeon.com/forums/index.php?topic=11056.0)
NoCleaning by Latta (https://ludeon.com/forums/index.php?topic=11171.0)
MechanoidTerraformer by Rikiki (https://ludeon.com/forums/index.php?topic=13172.0)
FishIndustry by Rikiki (https://ludeon.com/forums/index.php?topic=13172.msg133445)
M&Co. by Rikiki (https://ludeon.com/forums/index.php?topic=5930.0)
EdBInterface by EdB (https://ludeon.com/forums/index.php?topic=5258.0)
EdBPrepareCarefully by EdB (https://ludeon.com/forums/index.php?topic=6261.0)
MoreHair by Shinzy (https://ludeon.com/forums/index.php?topic=6585.0) (Do texture versions even matter?)
Norbals by Shinzy (https://ludeon.com/forums/index.php?topic=7670.0)
EndTable by TLHeart (https://ludeon.com/forums/index.php?topic=16554.0)
EnhancedDevelopment by Jaxxa (https://ludeon.com/forums/index.php?topic=15606.0)
FinerThings by DeaconBlues (https://ludeon.com/forums/index.php?topic=10865.0)
Jabbamonkey's Graphics Overhaul (https://ludeon.com/forums/index.php?topic=10895.0) (Do texture versions even matter?)
MD2 by mipen (https://ludeon.com/forums/index.php?topic=7380.0)
NeuffsTextures by neuffs (https://github.com/neuffs/NeuffsTextures) (Do texture versions even matter?)
RoofSupport by Nommy (https://ludeon.com/forums/index.php?topic=7458.0) (Don't think this version matters either.)
Sleep (Syringe) by Z0MBIE2 (https://ludeon.com/forums/index.php?topic=15162.0)
StorageSearch by meonester (https://ludeon.com/forums/index.php?topic=16658.0)
SuperiorCrafting by Abrexus (https://ludeon.com/forums/index.php?topic=11741.0) (Pretty sure Simon has customised this.)

Moved (but updated) mods.
Community Core (https://ludeon.com/forums/index.php?topic=16599.0)
CTS - Complete Tech Solution (https://ludeon.com/forums/index.php?topic=18692.0)
FloorLights by Temeez (https://ludeon.com/forums/index.php?topic=9103.10)
GlassworksIX by ITOS (https://ludeon.com/forums/index.php?topic=14870.0) (Discontinued and transferred to jacob814)
BackstoriesCore by mipen (https://ludeon.com/forums/index.php?topic=18615.0) (Modmaker quit, transferred to NoImageAvailable) Thanks to Pheanox for pointing this out.

After looking into how many outdated mods there are, it's no wonder that it is going to take simon quite awhile before he can update the pack.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Pheanox on April 25, 2016, 11:54:21 PM
Quote from: WinterFlare on April 25, 2016, 06:39:03 PM

BackstoriesCore by mipen (https://ludeon.com/forums/index.php?topic=11730.0)

This has been updated to Alpha 13, here is the new location. https://ludeon.com/forums/index.php?topic=18615.0

Apparently mripen left modding and gave NoImageAvailable custodianship.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: calmatt on April 27, 2016, 04:58:46 AM
Quote from: WinterFlare on April 25, 2016, 06:39:03 PM
Just making a list (mostly for myself) of the mods that haven't updated to A13 that are in this pack. (Last Updated 4/26)

Advanced Lamps by Igabod (https://ludeon.com/forums/index.php?topic=6813.0)
Cats! by Fluffy (l2032) (https://ludeon.com/forums/index.php?topic=15457.0)
Clutter? by mrofa (Broken Link on Modlist Page) (https://ludeon.com/forums/index.php?topic=17610.0)
Clutter? by mrofa (Broken Link on Modlist Page) (http://www.nexusmods.com/rimworld/mods/20/?)
DoorMat by Latta (https://ludeon.com/forums/index.php?topic=11171.0)
EdBInterface by EdB (https://ludeon.com/forums/index.php?topic=5258.0)
EdBPrepareCarefully by EdB (https://ludeon.com/forums/index.php?topic=6261.0)
EndTable by TLHeart (https://ludeon.com/forums/index.php?topic=16554.0)
EnhancedDevelopment by Jaxxa (https://ludeon.com/forums/index.php?topic=15606.0)
FinerThings by DeaconBlues (https://ludeon.com/forums/index.php?topic=10865.0)
FishIndustry by Rikiki (https://ludeon.com/forums/index.php?topic=13172.msg133445)
Infusion by Latta (https://ludeon.com/forums/index.php?topic=12783.0)
Jabbamonkey's Graphics Overhaul (https://ludeon.com/forums/index.php?topic=10895.0) (Do texture versions even matter?)
M&Co. by Rikiki (https://ludeon.com/forums/index.php?topic=5930.0)
MD2 by mipen (https://ludeon.com/forums/index.php?topic=7380.0)
MechanoidTerraformer by Rikiki (https://ludeon.com/forums/index.php?topic=13172.0)
ModdedHeads by Fluffy (l2032) (Links back to the github, cannot find on Fluffy's Page)
MoreHair by Shinzy (https://ludeon.com/forums/index.php?topic=6585.0) (Do texture versions even matter?)
NeuffsTextures by neuffs (https://github.com/neuffs/NeuffsTextures) (Do texture versions even matter?)
NoCleaning by Latta (https://ludeon.com/forums/index.php?topic=11171.0)
Norbals by Shinzy (https://ludeon.com/forums/index.php?topic=7670.0)
RedistHeat by Latta (https://ludeon.com/forums/index.php?topic=11056.0)
RoofSupport by Nommy (https://ludeon.com/forums/index.php?topic=7458.0) (Don't think this version matters either.)
Sleep (Syringe) by Z0MBIE2 (https://ludeon.com/forums/index.php?topic=15162.0)
StorageSearch by meonester (https://ludeon.com/forums/index.php?topic=16658.0)
SuperiorCrafting by Abrexus (https://ludeon.com/forums/index.php?topic=11741.0) (Pretty sure Simon has customised this.)

Moved (but updated) mods.
Community Core (https://ludeon.com/forums/index.php?topic=16599.0)
CTS - Complete Tech Solution (https://ludeon.com/forums/index.php?topic=18692.0)
FloorLights by Temeez (https://ludeon.com/forums/index.php?topic=9103.10)
GlassworksIX by ITOS (https://ludeon.com/forums/index.php?topic=14870.0) (Discontinued and transferred to jacob814)
BackstoriesCore by mipen (https://ludeon.com/forums/index.php?topic=18615.0) (Modmaker quit, transferred to NoImageAvailable) Thanks to Pheanox for pointing this out.

After looking into how many outdated mods there are, it's no wonder that it is going to take simon quite awhile before he can update the pack.

Aren't cats in the game now? Can probably remove the Cats! mod.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Listen1 on April 27, 2016, 07:01:15 AM
Nop, cat behavior can be awesome.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: TheWanderingColonist on May 06, 2016, 10:05:14 AM
Please, ModVariety Pack.. Please come back to us! WE LOVE YOU AND NEED YOU!
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: teknotel on May 06, 2016, 10:27:14 PM
Quote from: TheWanderingColonist on May 06, 2016, 10:05:14 AM
Please, ModVariety Pack.. Please come back to us! WE LOVE YOU AND NEED YOU!

I concur. You spoilt us with your edited and logical research progressions combing all the mods. I know its so spoilt of me but after playing your modpack nothing else will do lol.

I added virtually all the mods available right now and it just doesn't feel the same :(. I am not a coder or a developer but if there's easy tasks or time consuming jobs I can do to help you I would be happy to.

God speed.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: NemesisN on May 10, 2016, 12:30:50 PM
damn waiting for ModVarietyPack since the release of Alpha 13....best pack so far....any info about it ? is this abandoned or there are plans to update it ?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Headshotkill on May 10, 2016, 02:22:30 PM
Quote from: NemesisN on May 10, 2016, 12:30:50 PM
damn waiting for ModVarietyPack since the release of Alpha 13....best pack so far....any info about it ? is this abandoned or there are plans to update it ?

Quote from: simon-82 on April 06, 2016, 05:45:25 PM
Hi guys :)

Didn't have much time to work on the pack. That's why there was a lack of updates.
I just watched the A13 release video and the changes look awesome :)

Unfortunately that means most of the mods in the pack will either need updating or have to be changed or rebalanced. Some mods can also be removed because they are in the core game now. Like the trader caravans.

So here is how it goes. To update the pack I need to firstly have a chance to play the vanilla game and look at the modlist to see what I want to keep. Then I will look at the parts I did for the modpack and see what I can update / change myself. The research tree obviously needs to be redone and the ressource system needs to be adjusted for the new vanilla "component" ressource. This means tons of recipes need rebalancing for example. Next, I need to update the core mods I want to have. The pack was always built around CombatRealism, which received a major update recently (with another on the way).

At a first glance, this is what I want to do. Much more will surely pop up while do this. But the biggest problem right now is that I don't have the time to do all this because RL is pretty busy.
I just wanted to post this and inform you all what's going to happen and that I really really want to update as soon as possible.
But again, I just don't have the time right now to do it :(
I'll keep you updated how the progress goes though.

As you can read from a post on page 60 from the OP, development is ongoing though as you can imagine, where updating one mod isn't always very simple, updating a whole pack can be a nightmare. ;)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: niteruner on June 25, 2016, 01:02:19 AM
I downloaded the current version of this modpack from github and tried it with A13. Works very smooth, with almost no bugs.
The only thing I noticed are the missing sprites or animations for the trander's muffalos and the fact that the .cmd file has to be executed before every start in order to get the modpack to work.

Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Old Marm on June 25, 2016, 11:40:49 AM
Just want to add my voice to those who appreciate your thoughtfully integrated mod.  I love this game, and have played it unmodded, with a few mods, and with mod packages.  Yours is by far the most enjoyable and well balanced.  I know you haven't had much time, or perhaps even access to the mods you incorporated, and the new release will soon be here.  Again, I just wanted to thank you and express my hope that you will create the ModVarietyPack for the next version.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Delekhan on June 26, 2016, 02:10:40 PM
This has been by far the best modpack ever made for Rimworld. Even better than Nine's Ultimate Overhaul Modpack. It works beautifully and is loads of fun.

I'd really love to see it updated for A14 when that comes out. Any chance of that Simon?

Also is it true that this works bug-free for A13? Can anyone else confirm that with a game from start to finish?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Keldo on June 27, 2016, 06:17:00 PM
You can play with the last version on github. There is some texture bug, some of them are really easy to solve (ex : for the plant just put an uppercase on all the .png files in \Mods\ModVarietyPack\Textures\Plant).
You will also find some weird things (can't craft the advanced turret on any workbench, some tec can't be unlocked because there is no "multianalyser" tec ...).
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Chaos_Therum on July 03, 2016, 03:00:02 PM
Yeah the github version is pretty solid I've got a 10 or 20 hour old colony on it and it seems pretty solid.

Edit: So just checking in there are some slight problems with redistheat the exaust port doesn't work but other than that so far so good.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: thc133 on July 09, 2016, 12:38:47 PM
Is there any way to remove the "Combat Realistic" part from the MOD pack?  I love the other part of this mod pack except that one.  I tried to disable the Combat Realistic mod but got error message.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Chaos_Therum on July 11, 2016, 01:53:34 PM
The entire modpack is based around combat realism. I would suggest trying mod mega pack I think you can disable combat realism in that one.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: thc133 on July 12, 2016, 07:25:00 AM
Thank you for replying. I'll try it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: magik20 on July 15, 2016, 08:48:04 AM
what mod allows you to build and assign specific clothing and weapons to pawns?

and how do i then save those loadouts to use in new games?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: magik20 on July 15, 2016, 10:49:12 AM
no im sorry for my poor explanation, please see the attached photo



[attachment deleted by admin - too old]
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on July 16, 2016, 07:13:26 AM
Quote from: magik20 on July 15, 2016, 10:49:12 AM
no im sorry for my poor explanation, please see the attached photo

I think you searching for combat realism. :) https://ludeon.com/forums/index.php?topic=9759.0 (https://ludeon.com/forums/index.php?topic=9759.0)
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Shad on July 18, 2016, 01:13:30 PM
I really hope this modpack gets updated to A14. I miss the nice balance in features it has.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Chaos_Therum on July 26, 2016, 11:26:27 PM
Quote from: Shad on July 18, 2016, 01:13:30 PM
I really hope this modpack gets updated to A14. I miss the nice balance in features it has.

The github master version is a mostly complete version for a13
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Great on August 04, 2016, 12:46:52 PM
Come on,don't tell me it's dead,it's the only modpack that is just fully focused on just adding more thing to the game.Argh.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: niteruner on August 08, 2016, 07:52:33 PM
Sadly, this mod seems to be dead. They're all dying just like ultimate overhaul.
But one hope remains, rimworld is on steam now and is seeling like hell, maybe someone will do a mod like this and distributes it via the workshop.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on August 11, 2016, 03:27:26 AM
I think this big good mod packs will alway's die till the time rimworld is more to complete state. Because the most mod's die because of the huge changes on the game data-oriented. The "big" updates changes many things and the modder have to find every change that can or will be change their work and destroy the mod. Thats a lot of work. :D And not everyone like to do such huge work in their freetime.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Delekhan on August 17, 2016, 12:44:20 PM
I really, really miss this modpack. It's the tightest, cleanest, most fun modpack released, better than UOM. Hope that once Rimworld is in release, Simon finds it in him to share a final version with everyone. I understand why he'd take a break from updating while Rimworld alphas are still being released every couple months.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Rorgan on September 23, 2016, 02:39:43 PM
No chance to resurrect this brilliant mod pack?
The creator knew that dropping a few hundred mods together without any balance is not the right way to make a good pack.
This one was smooth and clean, not too complicated but still had enough content, nicely balanced economy with only minor problems, i loved it.
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Robloxsina66 on October 11, 2016, 07:06:08 PM
Cant someone resurrect this mod pack?
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Kitsune on October 12, 2016, 04:39:20 AM
I would love to do it but its a bit to complicatet for me(i only have experience with xml editing) and of course its a lot of work. :-\
Title: Re: [A12d][ModPack] The ModVarietyPack
Post by: Robloxsina66 on October 12, 2016, 10:03:36 AM
oh alright-