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RimWorld => Releases => Mods => Outdated => Topic started by: jackarbiter on April 20, 2016, 09:22:42 PM

Title: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: jackarbiter on April 20, 2016, 09:22:42 PM
06/13/2016 - v13a - A:RR v. 0.07

Changelog:

v0.07:

-You can now unlock advanced printing options at the normal 3D printer (the component assembly bench) - the nanoprinter resisted my efforts to modify it
-Padded sleeping spots now have comfort
-Added advanced battery to flesh out advanced energy research
-Raiders now use base sandbags and mortars, while the player uses copies - allows creation of sandbags from stuff instead of costlist and allows raiders to construct low-work versions without needing tools
-Fences are no longer impassable, but have a high pathing cost. This means roofs won't spawn over them just because a regular wall is nearby, and they can't be exploited as super-embrasures.
-Sandbags can now be made with either leather or cloth - cost increased and work reduced
-Stamped earth ramparts are no longer impassable (high path cost) and now show up in the security tab instead of the structures tab
-Sandbag, cheval de frise, barbed wire, and moat path cost increased drastically
-Fixed wood log wall and stone wall descriptions
-Reduced wood needed for tool production
-Beds now require less wood
-Reduced direct wood cost for production buildings, giving wood/metal/stone options where available
-Reclaiming fabric no longer works on tools
-Tools have their own reclaim recipes
-Recipes for smelting ammo including subrecipes like stone arrows, plasteel arrows, etc. - credits to Grogfeld for getting me started
-Ammo removed from normal smelt weapon recipe
-Bots and mechanoids no longer use vehicles
-Hauling bots speed increased 2x to make them worthwhile in the face of colonists with vehicles
-Edge-map mechanoid raiders will no longer spawn with vehicles, even though it was hilarious
-Skydrillers, drill heads, railguns, and personal shields now have unfinished thing defs
-ATVs and Speeders now have unfinished things that look like ATVs and Speeders instead of carts
-Fixed auto turret to properly unlock with ai research
-Wood floors now have 2 beauty, require 1 more wood, and a lot more work
-Carpets require less cloth but beauty reduced from 2 to 1, because I have a personal vendetta against carpet, because it is disgusting

v0.06:

With much thanks to Grogfeld (quite a few of these were suggested or caught by him) and others for testing :)

-FIXED THE HAULING LOOP BUG.
-Fixed shields for CR by rebuilding ED-Shields with Jaxxa's CR patch embedded inside the main assembly
DELETE YOUR OLD SHIELDS AND GODMODE IN NEW ONES TO REPLACE THEM - the old ones won't work, but the saves will load fine.
-Fixed FSX extraction job description.
-Added correct item filter to molotov recipe.
-Agave and berry bush harvesting time greatly reduced; was very high in vanilla, but tools made it even worse at first.
-Added ceiling lamps and wall lamps (from skullywag's additional lighting mod)
-Added way to reclaim any stuff from any clothing such as CR clothing (from skullywag's reclaim fabrics mod), removed old recipes for reclaiming individually (save-safe)
-Removed duplicate harvest and simple prosthetic choices on health tab.
-Beds now require tailoring to unlock; royal beds require smithing (all the gold inlay) - makes sleeping spots and such more useful early on (Grogfeld's suggestion)
-Simple prosthetics now properly unlocked by anatomy rather than smithing
-Incidents per day for the Jack Arbiter storytellers brought in line with Randy Random (somewhat more for Nice and less for not-nice). Max days between big threats still longer.
-Auto-Turrets from CR defense now have unfinished thing defs so that their production can be paused by colonists without starting over (CR Defense Bug)
-Diesel generators now require thermodynamics research instead of basic electrical research.
-Changed browning machine gun base and minified browning to be not-ludicrous size. Not sure how I let it get ludicrous size.
-Fixed sentence fragment in advanced energy research description
-Vehicles don't have an unmount option when driven by non-colonist pawns, and forbidding them won't make non-colonist pawns dismount them


REQUIRES CCL (https://ludeon.com/forums/index.php?topic=16599.0). YOU MUST RESTART RIMWORLD AFTER ACTIVATING CCL AND THIS MOD, just like if this were CR, because this contains CR.

Download at the Nexus (http://www.nexusmods.com/rimworld/mods/122/?)

Temporary dropbox link  (https://dl.orangedox.com/m68oygD8jOohylkDCo) (OrangeDox version tracks download count so I know if it's near the limit; the Nexus is slow at uploading new files at the moment because of their new archival project so I'm using this.)

I've added a patch (https://dl.orangedox.com/OAeo09esOYA5QuuOjU) to remove raider ATVs for people who don't want the feature. Here and on the nexus.


Arbitration: Realistic Research

Motorized vehicles.
Occasionally raiders bring their ATVs.
50-item research tree
Realisticish sciency research; no more carpet making
Marathon game pace, governed by research unlocks
Progressive unlocks through eras of technology from bows to advanced biotech
Rebalance of work costs (components easier to make, clothes and swords don't take longer than guns to make)
Tools feature; colonists work slowly at first but speed up once they can craft tools (makes your first few days harder)
Not a lot of bloat
Not supercomplicated
Research usually presented as a few choices at once instead of 15
New features show up a few at a time with each research unlock
Other mods that are incorporated were stripped of most things extraneous to the goal of this mod
Small traders working with CR, they spawn with carts so they don't walk slow. Minimum speed after CR weight adjustment now 10% instead of 1%. Other CR stuff fixed.
All in one folder. Install CCL, install this, activate CCL, activate this, restart the game, play.

(http://img.prntscr.com/img?url=http://i.imgur.com/gOAAiF3.png)

I finally got my raiders-on-ATVs functionality to work and what do I get on my very first test? Shield dudes. If you thought it was hard killing these ****ers before, just wait til you try to do it with a handful of cannons and gatling guns while they come flying in at 5x the speed of a normal pawn.

Yes, I will make the vehicles separate at some point so you don't have to play a marathon session to get to them. Right now they're enmeshed with some CR functionality, and I'd like to see if they're stable (and fix any known issues) before I pull them out.

Click here (https://ludeon.com/forums/index.php?topic=19276.msg210309#msg210309) for a list of minor issues you may encounter with vehicles.

THIS IS ALPHA. USE AT YOUR OWN RISK. Runs stable and is balanced through the first portion of the game. I have tested well into the research tree (and of course the obligatory test all the way through with dev tools), which is important since most of my own work pertains to the beginning of the game and I've caught a lot of little balance issues and problems. But I need testing and feedback for the whole thing, especially later game. Your late game might get broken, more likely there are just balance issues; usually the changes I have to implement at this point are completely savegame compatible. In fact I have used the same playtest over the past week while making changes and haven't had issues. No promises, though.

Vehicle Feature Information:

I was going to release this a week (and a half, now) ago but I had an idea of how to get vehicles in the game using BBream's hauling mod as a base (after updating and bugfixing it - I sorta got backpacks working with combat realism but they are buggy so I am leaving them out). Of course this took forever to get done but I didn't want to just stick them in without integrating them into the game. They can be used to quickly haul things, but once they are attached your colonists can ride them to do most outside and some inside work.

Colonists will pick up vehicles and haul, then drop them off. Or, you can attach the vehicle to them. Once you do this they'll keep the vehicle and do whatever outside jobs and some inside jobs (like cleaning, for some reason; I can't remember why I made that decision). For inside jobs that they normally wouldn't involve a vehicle in (like lovin' but including many more) they'll drop the vehicle as soon as they hit a roofed area. So you can design a garage, sortof. This is a workaround as otherwise I'd have to hook into every damn job they do, though I have an idea or two about how I can do this better. Honestly, the jobs thing is the most complicated part of this type of modding, and I've only got my head partially wrapped around it. So for now, they want to eat, they ride to the colony and park at the first roofed area. If the first roofed area is your door, that's prolly not good. So make a garage outside the front door.

If you look at the xml defs you can see pretty easily how to create your own vehicles (I spent some time on this before release to make sure saves wouldn't break). If you want a vehicle that looks loaded down when it's full, make sure the FullStorage names of the images begin with the defname and underscore like so: VehicleCart_FullStorage_front.png. If you want no axles (like the floating speeder) leave the axles list empty (but keep the comp there) - if you want a truck with 8 wheels define 4 axles and use the coordinates system to get the wheels where you want them.

Vehicles:


Current features:

They carry stuff
Require biodiesel to run, made from corn at the brewery
Carts for small traders to fix CR problem with them (really I fixed the CR problem and then attached the carts, and they take the movement nerf from the cart and not whatever bulk/weight, which usually places them at the speed of their companions who have the weight movement nerf).
Repairable. Was not something that worked out of the box.
Leak fuel slowly at a certain point (defined in the xml def) and catch fire 50% of the time they're damaged below that limit.
They 'splode
Trail fuel puddles as that raider tries to get away.
Oh yeah: 50% of edge-map non-neolithic raiders come with ATVs.

They show as cover but are not considered by CR to be cover when deciding what to shoot at - this way they don't prevent enemies from firing.
They do provide cover for the colonist in them, right now it isnt set up for full defense (not like a tank), more like shooting at someone in a vehicle and maybe it hits them, maybe it hits the vehicle. The amount is roughly 50/50 for a vehicle set up as .99 fillage, which they are all set at at the moment, though at mid-to-close range the person is generally going to be the one shot. Bullets don't damage them as much as some people may like; I'm open to tweak this.

Note:
You can't manually target one, only the driver. It looks like in the code just having a certain def property will make an item targetable but there are no items like this and I spent a day trying to fix before I just tweaked how CR manages them as cover. It actually works out pretty well like this, the driver will always be aimed at and if the car provides a lot of cover it will take hits til it catches fire or explodes.

Weapons List:

Weapons through progressive unlocks from beginning to end of game

QuoteBows
-
Great bows
-
Crossbows
Polyboloses (ballistas with magazines) <turret
-
Arbalests
Repeating crossbows
-
Wheellock pistol
Flintlock rifle
Cannon <turret
-
Colt army pistol
Henry rifle
Gatling gun <turret
-
Vanilla guns
M1 Browning <turret
-
CR defense turrets
-
AI turret
-
Railgun
-
Vanilla charge rifle and auto CR defense energy turrets

Buildings Information:

Features/buildings through unlocks from beginning to end of game NOT A COMPLETE LIST, JUST A GENERAL IDEA - the research tree gives a better idea, but it's so damn long it's hard to see in this post even chopped up a bunch.

Quotebuildings that are crap
-
buildings that aren't crap
-
Buildings based on fire energy (wood and charcoal burning), a low-tech cooling building
--/\Plenty of time between these two, but not so much you're screaming at me\/--
Basic electrical buildings
-
Coolers
-
Medical tech
-
Comms
-
Computing-era stuff
-
Nuclear energy
-
Advanced medical tech
-
Robotics, 3d printing
-
Shield technology, biotech
-
Advanced shield tech, advanced biotech


(http://img.prntscr.com/img?url=http://i.imgur.com/9JxbxcR.jpg)
NOTE: I reworked the cannon texture a little bit after this battle, is seated further back and a little shorter to correspond with the aiming arc
NOTE 2: In case you're wondering why I put this picture up, Centipedes in Combat Realism are a nightmare. I introduced cannons with various ammo (exploding shot in this case) specifically to help fend them off when you're still low-tech and don't have combat realism defense turrets.

General things, maybe repeating myself a bit here:
The goal here is to balance realism and gameplay, and to make each compliment the other. 

The mod is all in one folder. It contains CR and CR EPOE and Haplo patches and requires CCL.

CCL
CCL vanilla tweaks <- OPTIONAL
Realistic Research
OTHER STUFF YOU LIKE AFTER. Will not be incorporated in research tree. Good chance of rampant incompatibility with large game-altering mods. I have used pretty much all the UI mods during testing, they work fine.

If you want other aspects of mods that I've included, let me know. Trying to use them again on top of this mod is a recipe for crushing blows to your morale.

I spent a lot of time making sure every parent def was accounted for; I hope I have not missed any or E will be like WHAT ARE YOU DOING.

I have incorporated quite a few other mods into this one in order to get the features I felt were necessary for interesting beginning to end gameplay. These mods were each modified in some way, often only taking a few elements but occasionally sticking the mod in the research tree and leaving it alone. Since I view A:RR as partially a modpack, I asked for permission in several instances in which people asked that permission be requested before modpack inclusion. I've linked to (and will PM when done) each and every mod creator and their mod below, along with what I used and what I changed.

MOD CREDITS: Mod credits are in the first post below (https://ludeon.com/forums/index.php?topic=19276.msg210307#msg210307). I write too damn much words and stuff so the forum wouldn't let me put them in this post. I go into extensive detail as to which parts I've included, what I've changed, and why.

Random incomplete list of stuff I added: the second post below (https://ludeon.com/forums/index.php?topic=19276.msg210308#msg210308)

Old tech tree (30 research projects):

(http://img.prntscr.com/img?url=http://i.imgur.com/ZRMpFvD.png)

1st part of new tech tree (there are 50 research projects in the whole tech tree)

(http://img.prntscr.com/img?url=http://i.imgur.com/VVmlsqv.png)

This extends to the next section, but I've cut it off here for a purpose. At this point you need a reference bookshelf, which takes about 15 reference books to write (I may tweak this to be more or less). It's the only slightly complicated part of this whole thing. Once you have that attached to your research bench you can proceed to unlock more advanced research. During this time you'll be stuck with cannons, gatling guns, henry rifles, and revolvers, and you'll have coolers for refrigeration. I'll probably add a patch to remove the reference bookshelf requirement, but the cool thing about having it is that for a minute you're not worried about making your current weapons obsolete; stock up on stuff, build up your defenses, have fun with the western style of the game for a minute, 'cause after this you're heading for the friggin' singularity.

2nd part of new tech tree: (you may need to use the scrollbar at the bottom or open in a new tab to see it all):

(http://img.prntscr.com/img?url=http://i.imgur.com/ExdPxxn.png)

I've kept it relatively straightforward aside from the reference bookshelf; you'll usually have a few choices facing you as to what you really need unlocked right the f now, and sometimes only one choice and that would be the choice you'd want to make anyway as it is usually a big step forward. I tried to keep it simple for the user, no hour of examining the tree to figure out how to min/max the best strategy.

Combat realism: All the buildings ported over to inherit the damage values from CR, all the weapons and turrets ported over (all the turrets are craftable and minifiable, and have to be placed, and you can take your cannon and your gatling gun over to the ongoing siege and give 'em hell), boomalopes now drop chemical sacs that ignite at 21 degrees and ultimately explode, keeping the vanilla threat while providing you with a source of FSX if you can get the sacs, there are bunches of new ammo, etc. etc.

My two other random tiny mods, not included in this:

No Infestations v. 0.1 [A13] (https://www.dropbox.com/s/nga0w4ktqotv3gn/ARBNoInfestations.7z?dl=0)

Faster Sleeping Sickness Immunity[A13] (https://www.dropbox.com/s/3p0s971vja83xbz/ARBFasterSleepSickImmunity.7z?dl=0)
Title: [A13] Arbitration: Realistic Research - Marathon game overhaul, semi-modpack
Post by: jackarbiter on April 20, 2016, 09:31:28 PM
Before I begin I want to thank E (https://ludeon.com/forums/index.php?action=profile;u=32730) for Rimsearch (https://ludeon.com/forums/index.php?topic=12064.0), without which I could not have made this mod.

This somewhat modpack contains the following mods (roughly in order that you will encounter them), with changes noted:

Combat Realism & CR Defense (https://ludeon.com/forums/index.php?topic=9759.0)

Thanks NoImageAvailable! I fixed a bunch of stuff and I used Krutchen's changes as well. Thanks Krutchen! I also used a lot of CR code as examples and in a few places used the code itself, like for the modified Boomalopes and some vehicle fuel burning.

Less Incident Trolling (https://ludeon.com/forums/index.php?topic=6892.msg67761) by MarvinKosh (https://ludeon.com/forums/index.php?action=profile;u=11019)
Raid Sanity (https://ludeon.com/forums/index.php?topic=8004.0) by MarvinKosh (https://ludeon.com/forums/index.php?action=profile;u=11019)

USED:

INFO: Used the three storytellers, also a version of Jack Arbiter storyteller. Vanilla storytellers still available. The new ones are important because they use only population and building wealth to determine raid size. In other words, you aren't going to craft 500 musket balls and suddenly find that your increased wealth has summoned centipedes, who then laugh at your musket balls pelting off of them. But you can play the vanilla storytellers if you want.

NOTES: Marvin's modified storytellers have (Nice) appended to their names.

---

T's Mods (https://ludeon.com/forums/index.php?topic=10623.0) by Telkir (https://ludeon.com/forums/index.php?action=profile;u=6691)

USED:

INFO: The first walls you can build are crappy scrap metal walls. You'll want to plug some holes in the nearest leftover building or corner up against a mountain, because your colonists are building at 10% and these are quick to build (they still take forever, especially if none of your colonists is good at construction). Expanded cloth was included on a whim because it's way crazy to farm cloth out of the ground, and also this lets you recycle clothing.

NOTES: I added in recycling the toolbelts here, even though they're made of metal and stuff, since things are crowded and when you hit smithed tools you'll want to junk those basic toolbelts so your colonists don't grab them when they arrive, with the warning going away but your new guy building at 50%.

---

Right Tool For the Job (https://ludeon.com/forums/index.php?topic=6666.0) by ItchyFlea (https://ludeon.com/forums/index.php?action=profile;u=959)

USED:

INFO: Toolbelts occupy your hands slot for clothing, so they don't get in the way of much. Global work values for plant work, construction, and mining are reduced to 10%, 10%, and 1%, so at the beginning of the game after the crash your colonists can't just pick up a rock and go mining away or go building a nice wall with a stick or go gardening with their hands or go chopping down trees with burning hunks of metal. Well, they can, just at really reduced speeds. This necessitates the building of flimsy doors and crappy sheet metal walls, usually in the remnants of an old building, in order to find shelter. After the research bench (build time reduced) is built and the first research is unlocked, basic tools (and bows and [CR]stone arrows) unlock at the crafting spot. Basic tools increase these by 40%, 40%, 9%; modern tools increase these by 90%, 90%, and 99%; advanced tools increase these by 140%, 140%, and 149%. I've created a notice that will pop up (similar to when you have a hunter with no weapon) that will warn you when a colonist assigned to the relevant work areas is not equipped with tools.

NOTES: I originally intended to require the actual weapon-tools from RTFJ for most non-workbench jobs, but the management of a pawn's main weapon takes too much micromanagement. With this colonists pretty much always grab up tools if they're available, and they don't take any main slots.

---

ItchyFlea's Small Mods (https://ludeon.com/forums/index.php?topic=10623.0) by ItchyFlea (https://ludeon.com/forums/index.php?action=profile;u=959)

USED:
INFO: When you start, you'll be able to build fences (25% cover, fast to build) and after a quick research unlock you'll be able to build log walls. Log walls cost 2x more stuff than regular walls (renamed framed walls) but they are the best thing you can build when starting out. Modular tables are included because modular tables.

---

Ish's Medieval Mods (https://ludeon.com/forums/index.php?topic=14006.0) by IshOfTheWoods (https://ludeon.com/forums/index.php?action=profile;u=38963)

USED:

INFO: So you start from scratch, but hey you can pile dirt in a dirt pile, so why not hide behind dirt piles? I converted the stamped-earth walls to stamped-earth ramparts - they take a lot of work to build but they cost nothing and they provide 50% cover compared to the quick fences (25%). The fences have other uses, obviously, like keeping animals from being animals and eating your plants, but you can make this trade off however you want when that first raid comes and you need something to hide behind. The chveladcxl de frieasdf (I have way too much French blood to not know how to spell French words), the pointy stick thingies, do an ok job at first of slowing enemies down (also provide 35% cover). Path cost is 40, compared to 60 for harder to make but free to build moats and 80 for barbed wire, which comes from CR defense and is in this vanilla package. There's also the parapet (unlockable) that subs in for sandbags (same cover) but of course costs stone and more work to build. AND THE BALLISTA. Changed to a polybolos so that there's an excuse why you don't have to reload every round (10 rounds in the gravity magazine) and so that it can fire faster in vanilla without it being, like, a magic ballista.

Also the weapons. You unlock the crossbow first, then a step or two later the arbalest (more damage, more armor piercing, longer range) and the repeating crossbow (let's not be silly here, this is what you're going to choose over an arbalest, isn't it you spray and pray yokel?). You may find you keep using repeating crossbows through the next musket phase of your existence, though muskets are totes nice, especially with buckshot loaded.

Note that tribals will show up with crossbows sometimes. Sometimes = often. When they don't have muskets. Have fun.

---

Medieval Shields (https://ludeon.com/forums/index.php?topic=14135.0) by skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346)

PERMISSION TO USE: Granted. Thanks skully! I asked like 3 weeks ago, I bet you thought I had lost interest.

USED: Used all shields and added later game riot shields (maybe OP but require plasteel). Am thinking about making an alert for shield users who also have rifles, as they seem to tend to carry whatever and then tack a shield on.

INFO: Wheellock pistols and Colt army pistols added as sidearms for shield users.

NOTES: I originally wanted to add the tools in as weapons that were actually shields, but this was a stupid idea. I like the toolbelts approach. Meanwhile, you get stuck in the medieval ages without much, so shields are great to have. BTW I have seen a raider escape my gatling gun with her stupid shield, they are pretty powerful. SRSly, get your melee guys one of these, and also a pistol user or two. Colt Army + Shield = dead raiders.

---

Colony Manager v2 (https://ludeon.com/forums/index.php?topic=16888.0) by Fluffy (https://ludeon.com/forums/index.php?action=profile;u=12611)

PERMISSION TO USE: Granted. Thanks Fluffy!

USED: All of it

INFO: The first software unlock unlocks both the computer colony management table and the power management software (the power tab), as opposed to an extra research for power management software.

---

cuproPanda's Mods (https://ludeon.com/forums/index.php?topic=13400) by cuproPanda (https://ludeon.com/forums/index.php?action=profile;u=43248)

USED:

INFO: AJO books are used straight up, with reduced stuff required to build the tables and artistic as the type of work. Quality removed from pile of books. Reference books required to advance beyond cowboy-level weapons are the same as the AJO, with research as the type of work (and the writing speed based off of research instead of artistic). I didn't include other stuff because I'm going for as streamlined as possible at first here. Later on I might include more of AJO.

Charcoal is one of the two resources I add to the game with this mod (the other is concrete from Industrialization, see below). Everything that required wood fuel (except the campfire) now requires charcoal. Also, there's a new coal furnace I added, takes less fuel ultimately once the conversion is done than a campfire. The fuel requirements ultimately come down to requiring less wood, but the tradeoff is that you gotta make charcoal to keep your colony going. Use the managing table from colony manager to make sure you have HUNDREDS of coal and you should be good. I've reduced the work amount for charring some, colonists were often leaving the work undone.

The solar chimney is necessary for guarding against heatstroke before you have power. There is some research in your way before you can unlock it, and it functions on rain and sunshine, so hopefully you didn't choose a desert start. DID YOU? You idiot. Better make some keffiyehs.

Windows of course. Also, keffiyeh! It keeps you warm when it is cold, and cold when it is warm, but how does it know? (that's an old Cajun joke about a thermos, probably got it off of Justin Wilson (https://www.youtube.com/watch?v=eK4umRMJlrs).)

NOTE: Don't try to use other CuproPanda mods with this, I can't use the updated core mod without revision.

---

Project Armory (https://ludeon.com/forums/?topic=1950.0) by Evul (https://ludeon.com/forums/index.php?action=profile;u=511)

USED: Updated the Kentucky Flintlock Rifle and the wheellock pistol to v13a, added musketballs.

INFO: After you unlock crossbows, but before you unlock the henry rifle and such, there's this cool period where you've got a guy running around reloading the hell outta his musket. Also, tribals can show up with the flintlock rifles or wheellock pistols. I kinda went Last of the Mohicans with it.

NOTES: The cannon turrets I add are my own, but they unlock with these weapons. They are useful for quite a while afterward, so make a few or you'll have centipedes pwning you. Seriously, nothing can kill a centipede except cannon exploding shot with CR until you get past machining in the game. I created a dropped body part from boomalopes you can use to help craft the exploding shot, just make sure the body part is not ready to blow up (at 21 C) and don't stock it inside if you've got the temperature at 21 or over.

---

Historical Weapons Packs (https://ludeon.com/forums/index.php?topic=15069.0) by Anonemous2 (https://ludeon.com/forums/index.php?action=profile;u=40212)

USED: Henry rifle, Beaumont-Adams pistol (renamed Colt Army Model 1860, just using the texture and base stats), gatling gun awww yeah gatling gun. I don't like a whole lotta stuff lying around, I figure if your colonists figure out how to make a friggin' rifle they aren't gonna go around trying to make similar rifles, they're gonna stick with one and make a few, so I only add one of each type of weapon if I can help it.

INFO: Gatling gun! Uses colt .45, which can be unlocked early with these cowboy-type weapons. The henry and the colt army were as close as I could get to guns using colt .45 ammo, which was already in CR, and the textures were beautiful.

NOTES: You get stuck using these for a minute, so churn some colt .45 ammo out and stock up on henry rifles and gatling guns while you build up reference knowledge to proceed to the next phase of your colony.

---

Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0) by eatKenny (https://ludeon.com/forums/index.php?action=profile;u=13374)

USED: M2 Browning

INFO: Unlocks at machining instead of the autoturret. Figured you'd need something. Autoturrets require some software, or whatever, which I had before CR did it but I went along with where CR had it, roughly speaking. Autoturrets are way better than vanilla, so this is acceptable. Had to reduce range from 70 to 55 til I figure out how CR made ranges beyond 55, anything beyond 55 for me seems to cause errors getting the amount of squares involved, and there is no xml difference, at least none that I could tell after an hour of scouring to see what the hell was going on. So, yeah, 55. 5 more than the 1-shot cannons, 15 more than gatlings and moar damage, so still worth it.

---

DE Surgeries v1.06 (https://ludeon.com/forums/index.php?topic=18976.0) by DarknessEyes (https://ludeon.com/forums/index.php?action=profile;u=33866)

USED: All the surgeries

INFO: They're all locked by relevant medical technology, usually according to DarknessEyes' list of surgery categories.

I've asked for permission for A Dog Said (a while ago) but I'll be patient and wait and see.

---

Industrialization (https://ludeon.com/forums/index.php?topic=8902.0) by eatKenny (https://ludeon.com/forums/index.php?action=profile;u=13374)

USED: Concrete production, Plasma Drill, Deep mining, Refineries, and Nuclear Power plant. No copper, aluminum, or high-grade steel. Building recipes adjusted accordingly. Nuke plant cheaper and uses uranium as fuel.

INFO: Concrete incorporated into vanilla flooring recipes (its main purpose is to shore up crappy ground but it makes sense that concrete floors be made of concrete, no?), an expensive recipe for plasma drill, deep mining was made slower but can have two refineries, which have had their impact increased from 15% to 25% resulting in being slightly faster with some effort. Nuclear power plant cost halved, requires uranium as fuel instead of a ton of uranium as build cost. Probably reduce the amount of stuff needed for plasma drill and deep mining; need late-game sustainability. Hopefully the tech unlocks soon enough. If not, these should be just as purchaseable from traders as before, so really you could probably get your hands on them before computing if you're rich.

NOTES: Don't like adding a lot of new resources to the game, which is why I stripped the extra stuff out.

---

RT Mods (https://ludeon.com/forums/index.php?topic=11272.0) by Ratys (https://ludeon.com/forums/index.php?action=profile;u=38591)

USED:

INFO: Solar flare shield unlocked with advanced electromagnetism, which begins to unlock other shield research. Pretty nice how all this stuff sortof relates to each other.

NOTES: Solar flare shield is unlocked shortly after computing.

---

Complete Tech Solution - 2016-04-29 (https://ludeon.com/forums/index.php?topic=18692.0) by kexici (https://ludeon.com/forums/index.php?action=profile;u=38060)

USED: Complete medical care only.

INFO: A few pieces of the research tree was based on working this out, renamed to glittertech medicine and such. Taking blood is unlocked at the first anatomy research, the other stuff is spread out pretty well. I think I may have ditched a table, but I use most of the facilities.

---

Haplo's Miscellaneous (https://ludeon.com/forums/index.php?topic=3612.0) by Haplo (https://ludeon.com/forums/index.php?action=profile;u=161) <- User 161?!?! Look at this guy bein' all old-school.

USED:

INFO: Railguns now craftable, unlock with advanced electromagnetism. Brainpals fully integrated with required advancements for installation and made to fit in alongside EPOE. Also, robots. And the nano replicator is a "3D printer." Rolled it in with a late-game research requirement. It can print star wars speeders, for some reason, because that's the best table I could find when I added speeders in at the last minute.

NOTES: As I say above, I added a mining robot based on the robots extension. The patch for CR is included.

---

Enhanced Development (https://ludeon.com/forums/index.php?topic=18995) by Jaxxa (https://ludeon.com/forums/index.php?action=profile;u=2261)

USED:


INFO: The moat's slowdown of enemies was reduced to 60 so that Cheval de Frise (Ish's mod) starts at 40, moat at 60, barbed wire (CR) at 80. Subspace transponder is pretty powerful but it unlocks late game so by then YOU'VE PAID FOR IT WITH BLOOD AND MUSKETBALLS.

NOTES: The Plant24h was applied to the CR blazebulb plant, but some classes may interfere, something I'll be looking into. I don't know why I included reverse cycle cooler, I just did.

---

Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0) by Ykara (https://ludeon.com/forums/index.php?action=profile;u=12564)

USED: Took out vancidium, left advanced components. Made advanced bionics, basically the last unlock before ships, much better (like .25 each if I remember correctly). By then you're done, that's the honeypot, your colonists should be epic boss dudes and dudettes because they had to scrabble up from nothin'. Pulled 4 tables out and put recipes for things like peg legs where you'd expect to find them. Put everything in its proper place in the research tree, made all surgeries require proper medical tech, put medical ribs in with some other research that wasn't a little too-specific, etc. etc.

NOTES: Had this just as a patch but integrating wasn't as painful as I thought, plus the CR EPOE patch is included now.
Title: [A13] Arbitration: Realistic Research - Marathon game overhaul, semi-modpack
Post by: jackarbiter on April 20, 2016, 09:31:36 PM
My personal additions (not a full list of the features, just stuff I made):
I've also added some things in the mods mentioned above, and made too many small tweaks to list. I worked on this damn thing starting the day I posted this to today, 05/12/2016, which was way too long to work on this thing. Seriously, it was a waste of my life now that I look back on it. So it better be worth it to somebody.
Title: [A13] Arbitration: Realistic Research - Marathon game overhaul, semi-modpack
Post by: jackarbiter on April 20, 2016, 09:31:43 PM
Title: [A13] Arbitration: Realistic Research - Marathon game overhaul, semi-modpack
Post by: jackarbiter on April 20, 2016, 09:31:52 PM
Reserved for a mod I'll never publish.
Title: [A13] Arbitration: Realistic Research - Marathon game overhaul, semi-modpack
Post by: jackarbiter on April 20, 2016, 09:32:00 PM
Reserved for a mod I'll never publish.
Title: Re: [A13] Arbitration Mods - No Infestations
Post by: Tinkerer on April 20, 2016, 10:41:16 PM
Thanks for this, these infestations are annoying!

PS I love your FO4 mods :)
Title: Re: [A13] Arbitration Mods - No Infestations
Post by: jackarbiter on April 20, 2016, 10:55:01 PM
Quote from: Tinkerer on April 20, 2016, 10:41:16 PM
PS I love your FO4 mods :)

:D Thanks for the compliment, I am always very happy to hear that - and pleasantly surprised someone has heard of my FO4 stuff here.
Title: Re: [A13] Arbitration Mods - No Infestations
Post by: Tinkerer on April 20, 2016, 11:09:02 PM
Tbh the first thing I noticed was your name, because I really liked the Arbitration mod. I hope you make one like that on here. :) Good to see a great modder come to RimWorld mods!
Title: Re: [A13] Arbitration Mods - No Infestations
Post by: jackarbiter on April 20, 2016, 11:14:30 PM
Quote from: Tinkerer on April 20, 2016, 11:09:02 PM
Tbh the first thing I noticed was your name, because I really liked the Arbitration mod. I hope you make one like that on here. :) Good to see a great modder come to RimWorld mods!

Combat realism pretty much has the arbitration angle covered, I intend to incorporate upcoming CR advances into a mod (I'm currently working on) that extends the beginning of the game out such that for a while you have to use neolithic weapons (and that requires tools to do pretty much any mining/construction, thus the need for the new CR inventory system) and slowly advance into the modern era instead of crash>build house>build power>AI turrets>end game.

My problem right now is scope creep, I keep planning more and more things as the tech tree widens out. Which is why I put in those posts that I may never release anything :D
Title: Re: [A13] Arbitration Mods - No Infestations
Post by: The King of Nipples on April 21, 2016, 01:00:55 AM
thank you for making this mod it saved my life
Title: Re: [A13] Arbitration Mods - No Infestations
Post by: Astasia on April 21, 2016, 01:52:41 AM
Setting the baseChance to 0 is indeed the best way to disable it. I also set the minRefireDays to 99999 just as overkill, but it should never trigger with a chance of 0 so it's likely pointless. Recently I've been playing with infestations, sieges, and mech ships all at baseChance 0 and haven't seen one after many hours of play.
Title: Re: [A13] Arbitration Mods - No Infestations, Faster Sleep Sickness Immunity
Post by: jackarbiter on April 22, 2016, 09:36:08 PM
Added Faster Sleep Sickness Immunity. Doubles the speed. Still takes nearly twice as long as malaria to get immunity so I don't think it's too much of a nerf.

Quote from: Astasia on April 21, 2016, 01:52:41 AM
Setting the baseChance to 0 is indeed the best way to disable it. I also set the minRefireDays to 99999 just as overkill, but it should never trigger with a chance of 0 so it's likely pointless. Recently I've been playing with infestations, sieges, and mech ships all at baseChance 0 and haven't seen one after many hours of play.

Thanks for the feedback Astasia.
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: Firefighter427 on May 19, 2016, 09:43:52 PM
love the concept of the mod, however im am unsure if there is a download link, or if i just overlooked it... im new to modding rimworld, but id love to try out your mod!!!!!!
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: Zorathex on May 19, 2016, 10:14:02 PM
Ish's Medieval Mods was updated by you? if so where can I get a download for that. also I thought Kaballah already updated most of it.

EDIT: You made a CR Patch for Ish's Medieval Mods? MUST HAVE. :D

2nd EDIT hold on are you the same Jack arbiter as the YouTube channel? If so that's awesome I'm one of your subscribers. :D
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: teknotel on May 20, 2016, 11:38:53 AM
Sounds awesome.... Seriously I know ModVarietyPack maker is having issues so I doubt we will get a version for A13, this seems like a fantastic and potentially better alternative.
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: knainoa on May 20, 2016, 01:55:20 PM
can there be a rimsenal patch?
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: SmartererThanYou on May 20, 2016, 02:20:16 PM
Well I guess I'm here. And waiting.
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: Firefighter427 on May 20, 2016, 03:58:08 PM
Quote from: SmartererThanYou on May 20, 2016, 02:20:16 PM
Well I guess I'm here. And waiting.

same here!!! i cant wait for him to release this!!!!
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: m33n on May 21, 2016, 04:40:00 AM
Wow, sounds really interesting. I got to try this mod next playtrough. GJ
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: AllenWL on May 21, 2016, 05:42:50 AM
A modpack without tons of everything everywhere? Defiantly keeping a eye on this.

A question though it says 'Alpha, use at own risk' but doesn't have downloads or anything of the sort?
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: SmartererThanYou on May 21, 2016, 08:17:44 AM
Quote from: AllenWL on May 21, 2016, 05:42:50 AM
A modpack without tons of everything everywhere? Defiantly keeping a eye on this.

A question though it says 'Alpha, use at own risk' but doesn't have downloads or anything of the sort?

It's because it isn't set up properly yet. --JUST WRITING RIGHT NOW, IT ISN'T UP YET, I BET NOBODY SEES THIS MWAHAHAHAHAHA--
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: Wivex on May 21, 2016, 09:39:01 AM
It looks interesting and surprisingly close to what i'm working on atm. But the only question i have here: why it's in release section and not the unfinished mods one?
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: SirDerpface on May 22, 2016, 05:29:40 AM
Vehicles? you sure they work?
Am I dreaming?
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: Orion on May 22, 2016, 07:00:48 AM
Vehicles sounds very awesome. Would be great if they could be a separate mod, though, so we don't have to take the whole thing if we just want vehicles.
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: AllenWL on May 22, 2016, 10:52:39 AM
Quote from: SmartererThanYou on May 21, 2016, 08:17:44 AM
Quote from: AllenWL on May 21, 2016, 05:42:50 AM
A modpack without tons of everything everywhere? Defiantly keeping a eye on this.

A question though it says 'Alpha, use at own risk' but doesn't have downloads or anything of the sort?

It's because it isn't set up properly yet. --JUST WRITING RIGHT NOW, IT ISN'T UP YET, I BET NOBODY SEES THIS MWAHAHAHAHAHA--
I did see that, but I saw the 'use at own risk' note right after, and got horribly confused.
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: SmartererThanYou on May 22, 2016, 01:48:10 PM
Quote from: AllenWL on May 22, 2016, 10:52:39 AM
Quote from: SmartererThanYou on May 21, 2016, 08:17:44 AM
Quote from: AllenWL on May 21, 2016, 05:42:50 AM
A modpack without tons of everything everywhere? Defiantly keeping a eye on this.

A question though it says 'Alpha, use at own risk' but doesn't have downloads or anything of the sort?

It's because it isn't set up properly yet. --JUST WRITING RIGHT NOW, IT ISN'T UP YET, I BET NOBODY SEES THIS MWAHAHAHAHAHA--
I did see that, but I saw the 'use at own risk' note right after, and got horribly confused.

He probably just wanted to set up the wall of text first.
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: jackarbiter on May 24, 2016, 01:08:12 AM
Published.

I would have gotten away with writing this first if it weren't for you pesky kids and your bumping.

I almost got away with it without anyone noticing the walls of text, - I had this partially up since the 13th, before I started putting the stupid vehicles in, and it was so buried I didn't worry about it... but once I updated the title and then turned around and didn't put it up because I ran out of time and kept adding just one more thing (like raiders with ATVs)... yeah, didn't get away with it.

Anyway, the first version is up now. It is relatively feature-complete. Definitely playable. A few bugs are noted on the front page. Please give feedback.

QuoteVehicles sounds very awesome. Would be great if they could be a separate mod, though, so we don't have to take the whole thing if we just want vehicles.

I will definitely be putting them up separately, but I have to extricate them from CR first and make sure they're stable. I shouldn't have included them here at all TBH, really killed my timeline. SCOPE CREEPED.

Quote2nd EDIT hold on are you the same Jack arbiter as the YouTube channel? If so that's awesome I'm one of your subscribers.

I accidentally have a youtube channel with 12 subscribers because of some of the videos I put up for my fallout 4 mods. So if you're one of the 12, that's REALLY random :D

But most likely you are thinking of someone else maybe?
Title: Re: [A13] Arbitration: Realistic Research - Overhaul, modpack, vehicles - 05/24/16
Post by: zzz1000 on May 24, 2016, 03:43:57 AM
I have opposite reaction - is there version without vehicles? I consider it silly gimmick like morrowind horse mod -  pants in shape of horse that add a speed when equped :)
To have DF like mine carts and wheelbarrows will be nice

Selling feature for me is CR support and mod list. But main concern, as always, is compatiblity, while you alredy included most things I like   - will it  work with other nice things like crash landing or hospitality and such(looks like it work)? Also what about other CR weapons, like High Caliber - is your CR is just regular CR? Or Panda mods, like Pharma, I didn't tried it, but will it work with your Panda core? What  are the pitfalls?


First thing I noticed, because foraging is my main food source in first days -  if I understand correctly, you could not to harvest berries without tools and tools made it potentially 14(140?) times faster.
You not need tools for that and tools do not help much, even today there lot of hand work involved. 
It's ok for wood cut, and at some extend for sowing  and, depending on plant, with harvest. 
Title: Re: [A13] Arbitration: Realistic Research - Overhaul, modpack, vehicles - 05/24/16
Post by: Grogfeld on May 24, 2016, 10:24:50 AM
Hi jackarbiter!

Mod seems legit :) I've install it with bunch interface mods and everything works fine. But first two suggestions. I don't think its something on my side but construction speed is downgraded to 1% not 10%  like it says in notifications if it's intended than cool but I don't think that building 1 cell long wall should take 3 days, why not give wood, you can equip it, property "5% construction speed"? It would make sense and speed up building research bench which is necessary to do anything else. So I propose another suggestion, have you played earlier versions of Rimworld? There was a great modpack TTM (TechTree Minami) where at beginning you had everything obscured behind research, and by everything I'm really mean it. But with your colonist there is another drop, small one cell movable research bench. You could make now restrictions that first thing you research needs this type "bench". You can't build another one but it can be moved. It could be just a book for bookcase ;)

Modpack have great foundations so I will observe how you develop it. Everything needs time so no hurry :)

PS: I suggest also add Colonists Bar, and Fluffy Tabs with great work tab mods. I know that everyone can install them by themselves but you create one folder mod for integrity so that's why I'm speaking to you.
Title: Re: [A13] Arbitration: Realistic Research - Overhaul, modpack, vehicles - 05/24/16
Post by: eastwood6510 on May 24, 2016, 11:37:45 AM
Hey there!

So I've been playing with this mod for a bit now (half an hour so far) and I've noticed one thing that might be a bug. My colonists won't haul 'basic tools'.

I've right clicked to get them to force haul and it says there is no place configured to store it.

To test what the problem is I've made a stockpile that allows everything in the game, and even then, the pawns have no place to store it.
Title: Re: [A13] Arbitration: Realistic Research - Overhaul, modpack, vehicles - 05/24/16
Post by: jackarbiter on May 24, 2016, 01:08:43 PM
Quote from: Grogfeld on May 24, 2016, 10:24:50 AMconstruction speed is downgraded to 1% not 10%  like it says in notifications
Gah, plant speed too, must have tested it at 1% and left it :(

Quote from: eastwood6510 on May 24, 2016, 11:37:45 AM
My colonists won't haul 'basic tools'.

I've right clicked to get them to force haul and it says there is no place configured to store it.

Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.
Title: Re: [A13] Arbitration: Realistic Research - Overhaul, modpack, vehicles - 05/24/16
Post by: eastwood6510 on May 24, 2016, 03:02:35 PM
Quote
Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.

Cheers!

I'll get the new version and keep on playing. So far I am really enjoying the longer paced gameplay. Personally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.

So this mod was exactly what I was looking for!
Title: Re: [A13] Arbitration: Realistic Research - Overhaul, modpack, vehicles - 05/24/16
Post by: Exende on May 24, 2016, 04:43:40 PM
Quote from: eastwood6510 on May 24, 2016, 03:02:35 PM
Quote
Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.

Cheers!

I'll get the new version and keep on playing. So far I am really enjoying the longer paced gameplay. Personally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.

So this mod was exactly what I was looking for!

well to be fair, the people that were on the spaceship that crashed never forgot how to build such things, and if you have enough materials you should be able to rebuild it
Title: Re: [A13] Arbitration: Realistic Research - Overhaul, modpack, vehicles - 05/24/16
Post by: jackarbiter on May 24, 2016, 05:10:26 PM
Quote from: Exende on May 24, 2016, 04:43:40 PM
Quote from: eastwood6510 on May 24, 2016, 03:02:35 PMPersonally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.
well to be fair, the people that were on the spaceship that crashed never forgot how to build such things, and if you have enough materials you should be able to rebuild it

Knowing the general idea of what a thing is and knowing how to build that thing from scratch without the tools or refined goods necessary are way different. How long, in real life, if you crashlanded a university full of scientists and engineers with no tools and only raw goods, would it take to get a computer off the ground and running? Even after the 1:3 conversion of days. You think they'd have silicon chips and computer screens a month in? Now instead you've got a navy gunner, a pop star, and a medieval lordling, and one year later they've built a spaceship from scratch with the help of 5 conscripted pirates and a crashlanded sex slave.

That's always bothered me, so I made this.

Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: zzz1000 on May 24, 2016, 06:06:09 PM

  It's a bit different, rimworld is not just wilderness but more like post apocalyptic landscape of ruins of interstellar civilisation      .They are salvagers. Digging ruins of constructions and wrecks of mysterious hitech machinery.   Maybe not solar panels but something like wind generator some engeners maybe capabe to construt from what they found. Another thing is  people from spaceship not necessary know how to make it. People from modern cruise liner not necessary are capable to make even a wheel, not to mention guns,   and not because they a forgot something. :)

Still i realy like idea of development and progression. Since I use CR you naturaly start with bows and maybe some gun with five bullets. And it realy nice. Much more exciting experience than auto turrets
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: jackarbiter on May 24, 2016, 11:59:52 PM
Quote from: zzz1000 on May 24, 2016, 06:06:09 PMi realy like idea of development and progression. Since I use CR you naturaly start with bows and maybe some gun with five bullets. And it realy nice. Much more exciting experience than auto turrets

Thanks :)

I meant to reply to your post earlier, I had it up but didn't finish responding:

Quotewill it  work with other nice things like crash landing or hospitality and such(looks like it work)? Also what about other CR weapons, like High Caliber - is your CR is just regular CR? Or Panda mods, like Pharma, I didn't tried it, but will it work with your Panda core? What  are the pitfalls?

Other panda mods will work with the panda core, I should have the latest version of the core in there. The version of CR I have is modified but doesn't interfere with using other CR weapons or patches for weapon packs. You can use any weapon packs with a CR patch. Since they are usually made at the machining table they naturally fall into the research tree.


QuoteFirst thing I noticed, because foraging is my main food source in first days -  if I understand correctly, you could not to harvest berries without tools and tools made it potentially 14(140?) times faster.
You not need tools for that and tools do not help much, even today there lot of hand work involved. 
It's ok for wood cut, and at some extend for sowing  and, depending on plant, with harvest. 

It would take a lot of changing to vanilla to try to separate harvesting berries, farming, and treecutting, because they are all "plant work." I'd love to separate them otherwise. I may look into some way of making berries easier to get, I'm not sure if there's an amount of work for that that differs from normal plant harvesting, but I don't have a lot of time to look into it at the moment.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: 1000101 on May 25, 2016, 01:32:51 AM
QuoteI spent a lot of time making sure every parent def was accounted for; I hope I have not missed any or E will be like WHAT ARE YOU DOING.

Hey!  I resemble that statement!

Anyway, interesting mod.  Personally I'd like to see some aspects of it separated into smaller stand-alone mods (such as the vehicles).  I'll keep an eye on this until it's closer to being "complete" before I start hacking it apart for my own uses.  :D
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: Grogfeld on May 25, 2016, 04:05:41 AM
ATVs are awesome :D Also don't take Pawns under your protection if faction that is after that Pawn has vehicles. That was a quick kidnapping :P But I could force to unmount a pirate so now I can mess with vehicles early in the game without magic, so take into consideration that it needs to be fix. There is no option to haul a vehicle, there is option to haul with vehicle.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: jackarbiter on May 25, 2016, 09:17:13 AM
Quote from: 1000101 on May 25, 2016, 01:32:51 AM
Anyway, interesting mod.  Personally I'd like to see some aspects of it separated into smaller stand-alone mods (such as the vehicles).  I'll keep an eye on this until it's closer to being "complete" before I start hacking it apart for my own uses.  :D

:) I will be working on separating vehicles out at some point. Was hoping to catch a few bugs first, like the ones Grogfeld caught X|


Quote from: Grogfeld on May 25, 2016, 04:05:41 AM
ATVs are awesome :D Also don't take Pawns under your protection if faction that is after that Pawn has vehicles. That was a quick kidnapping :P But I could force to unmount a pirate so now I can mess with vehicles early in the game without magic, so take into consideration that it needs to be fix. There is no option to haul a vehicle, there is option to haul with vehicle.

Ha, well yeah I need to fix that unmount button or I might get a little greedy myself.

Keep in mind if the raider you unmounted was either already kidnapping or already heading toward the edge of the screen he likely set a variable that will despawn the ATV in the no-zone edge of the map (to keep the cart from getting abandoned on the edge and throwing a bunch of errors). So keep it away from the edge :D (EDIT) I've just put a check in for this so that it won't happen if colony pawns are riding unless they are in the mental state of give up and exit, but it will be a minute before I release this fix.

To haul a vehicle you have to force mount it on a drafted pawn and send them where you want it, or just have them haul with it and they'll eventually get it to storage - it's not a normal object so it can't really be hauled. I might put a button in for just taking it to storage, I'll take a look while I'm fixing the unmount button for enemies.

I hadn't had the colonist rescue since I put that feature in, it's a 50% chance that the edge guys will get ATVs but I was thinking I'd hooked into regular raids only. I will look at hooking into the colonist rescue if possible and giving them an ATV - will be hard to make it dependent on the raiders that follow since the raiders haven't spawned yet and the random value hasn't been instantiated, but I'll see if I can't make it dependent; be a nice way to get one early in game.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: Justas love on May 25, 2016, 12:45:14 PM
Been wating for the release for quite a while, AWESOME

EDIT: did you remove some parts of CR because i can't see the ammo and the reload in the guns
EDIT2: nvm i just had to create a new new new colony
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: zzz1000 on May 25, 2016, 04:06:20 PM
ATV are funny  and it speed is tempting but I still looking for a way to disable them, just personal preference.

Carts are cute but I have some issues, maybe it's some interference from other mods - some times they use it to bring something but  sometimes they take it to stockpile - load it with some things and then unload to the same stockpile at different place - drop the cart,  then take the cart and repeat same process several times until decided to do something else.


Also proposal of smoother tools curve,
mine__     0.10  -   I[0.25(+0.15)]  II[0.60(+0.50)]   III[1.20(+0.95)]   ~x12 high mechanisation
construct  0.15  -   I[0.45(+0.30)]  II[0.65(+0.50)]   III[1.05(+0.90)]   ~x7 moderate mechanisation
plant _     0.25  -   I[0.40(+0.15)]  II[0.50(+0.25)]   III[0.90(+0.65)]   ~x4 low mechanisation
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: Fymothar on May 25, 2016, 04:33:16 PM
Hmm I also have problem with Ammo and weapons, did few new colonies but nothing changed.

EDIT : Okay I think I got it figured out. Not sure if it was just me, but apparently it's about version. I first downloaded the orange box version, then swapped it with that from nexus and everything is good now.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: jackarbiter on May 25, 2016, 07:27:15 PM
Quote from: Fymothar on May 25, 2016, 04:33:16 PM
Hmm I also have problem with Ammo and weapons, did few new colonies but nothing changed.

EDIT : Okay I think I got it figured out. Not sure if it was just me, but apparently it's about version. I first downloaded the orange box version, then swapped it with that from nexus and everything is good now.

They were the same when I uploaded them, and should be still. Make sure to use the latest CCL, if for no other reason that it'll force you to restart the game. You being everyone, not you specifically Fymothar.

Quotemaybe it's some interference from other mods

What other mods are you using?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: Goldenpotatoes on May 25, 2016, 08:16:16 PM
Man, your release time is spot-on, just in time for summer!

Gonna be fun seeing how this plays out.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/24 v0.02
Post by: zzz1000 on May 26, 2016, 01:25:49 AM
Quote from: jackarbiter on May 25, 2016, 07:27:15 PM

Quotemaybe it's some interference from other mods

What other mods are you using?
I think I found culprit  - I  use "wooden pallet"  form  ExtendedStorage1.4  more for decorative reasons for more nice stockpile of  building materials and wood

And I think they try to bring blocks from stockpile to it and then realise there not enought place to store all they take or something else wrong and they drop it back. Then they realize - it will be nice to move this things and story repeats

At least I disabled reciving anything for it and they stopped doing it for now.

Maybe same behavior could happen for stockpiles in general with different priorities and not enough space.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: jackarbiter on May 26, 2016, 10:34:25 AM
Yeah, I think using my own ammo rack (modified quantum storage) was causing this for me for ammunition. Had to tweak the priorities (don't remember my exact steps) to get them to stop running circles with ammo.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: DoubleX2 on May 26, 2016, 01:43:49 PM
I don't know if it's just me that has this problem, but this mod makes my game lag like crazy. Been in dev mode trying to figure out what was messing it up...I think it has something to do with the amount of animals/pawns that makes it lag. to narrow it down, i turned of all mods except for core, CCL and Arbitration (in this order).
PC is 4GB ram 3.6 Dual CPU and GTX 550TI....never had problems with 100+ pawns before this mod :\
If you need more details, please do teach me how to send a console report or something like that... Thanks in advance
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: Justas love on May 26, 2016, 02:01:36 PM
I think it's the atv's and the vehicles, because i lagged when they showed up. It wasn't bad lag it was all just slower
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: DoubleX2 on May 26, 2016, 02:08:53 PM
The thing is...it was on a brand new game...disabled animals, and it got better...even getting some visitors was lagging the hell out of it.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: jackarbiter on May 26, 2016, 02:54:29 PM
Vehicles get pretty laggy, there is too much going on per tick. This is in the known issues (but probably isn't your issue as you say).

As for your issue, there is some extra code in there for animal carts and animal saddles (only animal carts works at the moment, I disabled saddles but the code is still there); BBream's probably running checks on all the animals, or something. Running with only a dual core processor is probably the problem, and not one I knew about. I only have two computers I can test with; one has 8 cores and one has 16 (retrofitted a server). I test on 400x400 maps and everything is buttery smooth when everyone's asleep and not driving around.

I can look at pulling extraneous code out (was hoping to get the saddles working so I left it in there) but honestly if you lag this bad, 20 raiders on vehicles is gonna murder you; I can't even do mid speed. But I'm going to fix that here shortly.

I'm sure the code could be better, both BBream's initial code but especially mine, but there's also a lot going on that isn't obvious. The vehicles lagging is most definitely my fault, for putting too much functionality in and for not preventing the checks (in the cases where I can) except for occasional ticks (right now the checks are mostly 60/sec).

The main reason for vehicle lag:

The vehicle itself ticks 60 times a second, and it has a comp that ticks 60 times a second.

These combined perform dozens of checks for position, pawn state, pawn job, the works, for a variety of reasons such as not having pawns have wierd jobs while on ATVs or not having ATVs abandoned at the edge of the map throwing errors.

I'm going to go through when I get a chance this evening and delay the checks for most of these. I'll take a look at animals and see if I can't short circuit something that'll make the load easier, or rip it out for now. But your problem right now is going to get much worse unless I do something about all of it. If you want to test and see how bad it gets, check the box on the title screen for dev mode, then when in game spawn a few 3000 point raids til you get an edge map invasion with ATVs.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: Justas love on May 26, 2016, 03:39:50 PM
Quote from: DoubleX2 on May 26, 2016, 02:08:53 PM
The thing is...it was on a brand new game...disabled animals, and it got better...even getting some visitors was lagging the hell out of it.
Yep, played the game and it did lag with visitors, also when you right click something and if it has a lot of options then it usually kills your cpu, it has something to do with CR i dunno
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: DoubleX2 on May 26, 2016, 04:11:20 PM
CR, from what i recall does get a bit laggy when for ex: accessing the machining table (Diferent config). The thing is, unless it's something happening behind the scenes to which i have no idea...it isnt the ATV's...Simple pawns lag it...animals lag it...just did a fresh install, will Post results if it helped and some more testing
PS: Still a great mod and thanks for going through all the trouble. Keep it up :D
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: zzz1000 on May 26, 2016, 04:11:49 PM
I didn't find how to remove atv from reiders, only where it defined so I just ask politely  them  to dimount on spawn and kill teir cars with delete tool to keep it fair. :)

I have another question :
A wall made of logs stacked together. Strong and somewhat fast to build, but flammable, requires a lot of wood,
costStuffCount 10

A wall built with a stone, wooden, or metal frame  average build time, low cost.
costStuffCount 10

A wall built out of stone takes a lot of work, and a lot of stone,
costStuffCount 10
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: jackarbiter on May 26, 2016, 04:33:44 PM
Quote from: zzz1000 on May 26, 2016, 04:11:49 PM
I didn't find how to remove atv from reiders, only where it defined so I just ask politely  them  to dimount on spawn and kill teir cars with delete tool to keep it fair. :)

I have another question :
A wall made of logs stacked together. Strong and somewhat fast to build, but flammable, requires a lot of wood,
costStuffCount 10

A wall built with a stone, wooden, or metal frame  average build time, low cost.
costStuffCount 10

A wall built out of stone takes a lot of work, and a lot of stone,
costStuffCount 10

Thanks, that's another holdover from when I had two versions going and juggling the defs was getting ridiculous :( The framed wall should be 5. Will put it in with the next update.

I've added a patch to remove raider ATVs for people who get lagged by a lot of vehicles or for people who just don't want the feature.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: Bonkus72 on May 26, 2016, 05:45:12 PM
Great mod, loving it so far.  The patch you put up to remove raider atv's was named improperly, it shows up as No Infestations in the mod list in-game.  Just a heads up.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: jackarbiter on May 26, 2016, 06:07:30 PM
Quote from: Bonkus72 on May 26, 2016, 05:45:12 PM
Great mod, loving it so far.  The patch you put up to remove raider atv's was named improperly, it shows up as No Infestations in the mod list in-game.  Just a heads up.

Thanks for letting me know, I do that every friggin' time when I copy info over. Fixed.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/26 v0.03
Post by: jackarbiter on May 26, 2016, 11:16:32 PM
Quote from: DoubleX2 on May 26, 2016, 04:11:20 PMSimple pawns lag it...animals lag it...

I addressed some performance issues, vehicles are way better, but I can't test pawn/animal lag (though I did try to address it). Let me know if it works for you.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: florencka on May 27, 2016, 07:11:02 AM
I too have problems with pawns hauling items from one place to another in the same zone over and over again  with vehicles. They never stop until I forbid the vehicle. The problem doesn't exist with manual hauling. It is somehow related with me having another zone with higher priority. They want to haul the items to there, but they don't, even if there is free space. I only use edb colonist bar in addition to this mod. Please fix it, I can't use vehicles like that at all. I love the idea and this mod is otherwise great!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: SirDerpface on May 27, 2016, 10:47:35 AM
How do I start? It takes days for my guys to build something
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: milon on May 27, 2016, 11:29:23 AM
Vehicles?!  Subscribed.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Dynastiew on May 27, 2016, 11:35:53 AM
I'm having great fun with this mod :), problem is i too suffer from lag and i don't know why.
My config:
I5 4590
8Go ram
Gtx 970

I usually play Hardcore Sk with 400x400 (i'm on a 325x325 on Arbitration since i started an other game on 400x400 but it was unplayable) and i never lagged before. It started the very first day so even before any vehicle pop, is there an option to delete every animal on the map, to see if the animal are the cause ?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Bonkus72 on May 27, 2016, 01:24:46 PM
Thanks for the update, everything is running quite a bit smoother now.  Before I couldn't play on any speed but 1 unless the animals were asleep, and now i can crank things up to 3 and it runs fine.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: jackarbiter on May 27, 2016, 01:34:11 PM
Thanks Bonkus, good to know.

Guys, did you download 0.04? I just put it up last night. It should be better.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Fafn1r on May 27, 2016, 01:45:39 PM
Been playing this for a while - I'm impressed. :D Haven't got very far with the research yet, but it's one of the best Rimworld overhauls / mod packs I've ever played.

Got some questions and feedback.

EDIT: Hubris. Here we go. (http://i.imgur.com/rhDEtFK.jpg)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 27, 2016, 04:01:22 PM
Hi! I've tested new build and must say performance goes through the roof compared to previous :D Also great work with BBStreams Tools for haul implementation. I don't know how but you managed to fix bugs with carts and looping haulers.

No conflict (for now) with NoCleaning Please, Storage Search, Hospitality, EdB mods, Fluffy UI mods ( new tabs with Dwarf Fortress style work tab is a must have ), HaulPriority.

Edit: I noticed that coal furnace with 0 fuel is producing heat. Outside is -7 and inside there are 2 rooms with vent and temperature fluctuate near 28 deg. C. 



Quote from: Nimander on May 27, 2016, 01:45:39 PM
Stacked earth defenses are too good. Any completely impassable structures that can be shot through are too good.

Agree. I actually thought it was just wall but when my hunter started to shoot through I was surprised, then I've looked into description tab and yes, actually it is a defensive rampart. 0.5 fill percentage, so a really week cover. 

Nimander what version of Hospitality do you have? I don't have any problems with visitors, actually now I get even those visitors who sell something.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Justas love on May 27, 2016, 04:12:18 PM
extreme desert, the normal and the snowy biomes are the no or less lag biomes
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Amariithynar on May 27, 2016, 04:18:35 PM
Quote from: jackarbiter on May 27, 2016, 01:34:11 PM
Thanks Bonkus, good to know.

Guys, did you download 0.04? I just put it up last night. It should be better.
When I try to use this modpack, I keep getting errors on loading map, and output_log.txt has this to say (often repeated verbatim several times over):

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

This kept happening with Combat Realism as well until I got the latest build from the new coder for it off github, so i don't know what exactly is causing it; I've tried creating new loadouts on landing and saving them, tried altering the "nothing" loadout to have "something", also no dice. Are you using an older build of CR than that available on the github page or something?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 27, 2016, 04:26:55 PM
Quote from: Amariithynar on May 27, 2016, 04:18:35 PM
(...) Are you using an older build of CR than that available on the github page or something?

I think he uses 1.6.5 because Pawns drop item on the ground when it's not on the loadout list. Actually I don't like that, but it fixes many issues with AI factions so nothing to complain.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Dynastiew on May 27, 2016, 04:55:38 PM
Quote from: jackarbiter on May 27, 2016, 01:34:11 PM
Thanks Bonkus, good to know.

Guys, did you download 0.04? I just put it up last night. It should be better.

Just updated to 0.04 and it works flawlessly i quite regret launching a 325x325 (too small) now xD.

I love the cart, i'm very impressed it fit well with the game, the wheel actually turn and it's actually filled graphicly when there's something in it, very good job :).
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Fafn1r on May 27, 2016, 05:45:31 PM
Quote from: Grogfeld on May 27, 2016, 04:01:22 PM
Nimander what version of Hospitality do you have? I don't have any problems with visitors, actually now I get even those visitors who sell something.

I'm running latest version. Eh, it's not really a problem. Just some visitors spawned 3 out of 30 times with loadout generator dummy items instead of ammo.

By the way, what mods are confirmed compatibile with this one?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 27, 2016, 06:25:33 PM
Quote from: Nimander on May 27, 2016, 05:45:31 PM
By the way, what mods are confirmed compatibile with this one?

Probably non. This modpack overwrites so many stuff that it will be hard to find something without compatibility issues and it has everything in one folder so it's even harder to search. Well, maybe UI mods would be fine. There are changes to factions (so no new faction mod), body parts (EPOE is implemented), surgery types, many changes to AI. Actually every major mod was added and adjusted to modpack purpose so nothing is needed.

I'm playing with set of mods which I've listed before, and i don't need anything else.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Prismaa on May 27, 2016, 06:32:23 PM
Hmm anyone else having issues with people you save stays just wandering around in your base/close by and eventually they collapse due hunger or exhaustion etc, they seem never try to leave map like normally. Using newest version.
Title: Re: [A13] Arbitration: Realistic Research - Marathon overhaul, modpack, vehicles
Post by: Zorathex on May 27, 2016, 07:07:41 PM
Quote from: ZorathexHold on are you the same Jack arbiter as the YouTube channel? If so that's awesome I'm one of your subscribers.

Quote from: JackarbiterI accidentally have a youtube channel with 12 subscribers because of some of the videos I put up for my fallout 4 mods. So if you're one of the 12, that's REALLY random :D

But most likely you are thinking of someone else maybe?

Controllable Lowered Weapons is one of you're mods right? I used to look around using screen names, so I could learn more about the people behind the mods I like, I stopped doing so a while ago, I hope I'm not being nosy. :)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Dynastiew on May 27, 2016, 07:20:36 PM
Quote from: Grogfeld on May 27, 2016, 04:01:22 PM
No conflict (for now) with NoCleaning Please, Storage Search, Hospitality, EdB mods, Fluffy UI mods ( new tabs with Dwarf Fortress style work tab is a must have ), HaulPriority.

Would you know if i could implement all those mods without starting a new save?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Cornishdude152 on May 27, 2016, 08:45:18 PM
Am i the only one that can't use the concrete mixers?.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: jackarbiter on May 28, 2016, 01:41:18 AM
Quote from: Nimander on May 27, 2016, 01:45:39 PM
Been playing this for a while - I'm impressed. :D Haven't got very far with the research yet, but it's one of the best Rimworld overhauls / mod packs I've ever played.

...

Got some questions and feedback.

  • Is there a way to effectively use solar chimneys? I put one in my early storage/workshop and it barely does anything. Keeping doors open during the night is more effective at reducing temperature than them.
  • Agave and berry bush removing/harvesting time seems a bit harsh.
  • Stacked earth defenses are too good. Any completely impassable structures that can be shot through are too good.
  • I don't really see a point of using old historical guns and cannons. Tribals can be defeated with crossbows and dead pirates always leave enough guns and ammo to deal with another wave. I also have few sniper rifles and EMP shotgun pellets to deal with mechanoids if they appear, fingers crossed. ;D
  • Visitors sometimes spawn with loadout generators. It may be a conflict with Hospitality.
  • Are you going to integrate more mods into this? Fluffy's UI mods at least, pretty please?

EDIT: Hubris. Here we go. (http://i.imgur.com/rhDEtFK.jpg)

Thank you; as a modder I get paid in gratitude, and your comment and comments like it make this all worth it. That and I needed to buff up my C# skills.

...






Quote from: Grogfeld on May 27, 2016, 04:01:22 PM
Hi! I've tested new build and must say performance goes through the roof compared to previous :D Also great work with BBStreams Tools for haul implementation. I don't know how but you managed to fix bugs with carts and looping haulers.

...

I noticed that coal furnace with 0 fuel is producing heat. Outside is -7 and inside there are 2 rooms with vent and temperature fluctuate near 28 deg. C. 

Did I? I may have fixed the carts and looping haulers, but if so that was an accident due to my rearrangement of my mod's code (as I like to call it, the great unfuckaging). If you have the problem down the road please let me know ASAP. I had all day to think about this (while doing boring things away from the computer like attending 5th grade graduations and entertaining party guests), I figured the problem might only occur when you have (let's say) two spots in a higher priority storage area and  three things in a lower priority storage area, and your hauler decided to move things but picked up three of a kind, but then saw there were only two spots, so dumped back in the lower priority, at which point he or she decided to move things to the higher priority spots again. Was sure this might be it, but I can already spot a flaw or two in my thinking as far as how the game handles things that need to be hauled, though those flaws might be glossed over by how the game handles things before and after that first thing is picked up, yadda yadda yadda. It'd be something that only happens occasionally, but when it does it's annoying as the Friday song. Like I say, I hope it's fixed, but I suspect it isn't... more likely a space opened up in one of your stockpiles or you changed priorities. I'll be taking a look.

...

My damn coal furnace again. I really need to fix how it operates. I ideally wanted to have it turn off so that not only is it cheaper than a campfire it is controllable. In fact in my to do list there are only two items (other than looking into bugs):

Make coal furnace somehow not always. <--- Two degrees in English and this is what I get.
Reduce cost for joy items.

But yeah I guess I didn't wrap my head around the heatpusher class, I'll take a look at fixing it soon.

Quote from: Amariithynar on May 27, 2016, 04:18:35 PM
This kept happening with Combat Realism as well until I got the latest build from the new coder for it off github, so i don't know what exactly is causing it

I will update with the latest changes tomorrow, krutchen's changes were about the only thing around when I first implemented. My version of CR is slightly different so it'll take more time than copying over, and I haven't kept up with my own changes well enough (pretty sure all I did was keep non-colonists from dropping things, change the min speed to 10% instead of 1%, and adjust the fuel puddles being impossible to put out), but I'll be adding to github shortly and going from there.

Quote from: Grogfeld on May 27, 2016, 04:26:55 PM
I think he uses 1.6.5 because Pawns drop item on the ground when it's not on the loadout list. Actually I don't like that, but it fixes many issues with AI factions so nothing to complain.

I use 1.6.5 with Krutchen's changes for enemy raiders shooting at people behind enclosures. That was the latest update when I implemented CR (it was actually somewhat after I implemented but I went back and made the same changes Krutchen did). But there were probably more updates when I released, I just hadn't seen them or hadn't looked. My fixes to CR (see reply immediately above) are probably independent of my being able to keep pawns from dropping things and whatever other changes were made, so I'll make the latest CR updates when I can.

Quote from: Justas love on May 27, 2016, 04:12:18 PM
extreme desert, the normal and the snowy biomes are the no or less lag biomes

Have you tried the latest version? Shouldn't have lag problems according to other reports. Those biomes were likely less laggy due to less animals (or in the case of the normal, a certain time of year you started causing less animals to be present). My problem was the way I was handling checking for carts on movement, I was checking against too many things, like a dumbass; it now checks only pawns, as it should. Other changes had a more profound impact on vehicles, which don't lag out anymore.

Quote from: Nimander on May 27, 2016, 05:45:31 PM
I'm running latest version. Eh, it's not really a problem. Just some visitors spawned 3 out of 30 times with loadout generator dummy items instead of ammo.

I had this happen when some spawned in, but when I unpaused the loadout generator dummy items turned to normal items so I thought it was just default CR behavior that I hadn't noticed.

Has this happened with any pawn or just with pawns who spawn in with carts?

Quote from: Grogfeld on May 27, 2016, 06:25:33 PM
There are changes to factions (so no new faction mod)

...

I'm playing with set of mods which I've listed before, and i don't need anything else.

The faction changes are from CR, and mostly just change loadouts or likelihood of mechanoids/centipedes. New factions should (hopefully) be fine, and if they show up on the edge with the default raid class they'll spawn in 50% with ATVs like everybody else. Hopefully they then use default map exiting, or the vehicles will not despawn when they leave and errors will be thrown. But this is unlikely, I think.

(EDIT) I've since seen a post saying that his factions.xml is messing with new factions, so obviously my own mod will as well. Thank you for pointing this out.

...

I'm glad you find this fills most of your needs :)

Quote from: Prismaa on May 27, 2016, 06:32:23 PM
Hmm anyone else having issues with people you save stays just wandering around in your base/close by and eventually they collapse due hunger or exhaustion etc, they seem never try to leave map like normally. Using newest version.

I haven't, but then I usually capture them so I can convert them. I asked in the hospitality thread if they could be converted like the others, and they were like "just capture them." I don't like doing that because it pisses off the spacers, which doesn't matter since they don't raid, except maybe it makes prices higher for space traders according to someone, or something I don't know. But I just capture them now.

I made a few override classes for exiting the map so that anybody with a vehicle will flag it to be despawned so it doesn't throw errors, but I kept the vanilla functionality entirely intact. But since I do mess with it I wouldn't be surprised if when I go test, which I will do, it turns out to be a mistake on my part or something I overlooked.

Quote from: Zorathex on May 27, 2016, 07:07:41 PM
Controllable Lowered Weapons is one of you're mods right? I used to look around using screen names, so I could learn more about the people behind the mods I like, I stopped doing so a while ago, I hope I'm not being nosy. :)

No actually that's pretty cool, the Internet is a small place I guess. My son always watches youtubers, and he told me when I had 10 subscribers and I was like "why would people subscribe to me?" Though I understand it, it wasn't something I thought was gonna happen, just needed a place for my really really crappy demonstration vids. My son was my 11th subscriber. But I am extremely glad and pleasantly surprised to meet one of my non-progeny subscribers. If you're still using controllable lowered weapons (if you're still playing fallout 4), make sure to ditch it for my later mod button-lowered weapons, and maybe look up my arbitration mod for Fallout 4, makes the AI not fight stupid.

Quote from: Cornishdude152 on May 27, 2016, 08:45:18 PM
Am i the only one that can't use the concrete mixers?.

I'll take a look at that, that's one of the few production facilities that I know right off the bat I didn't test much after implementing. Can't make any promises I can fix it tonight, I've had a few beers so I know well enough to stay away from uploading "fixes."
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 28, 2016, 05:41:54 AM
Quote from: Dynastiew on May 27, 2016, 07:20:36 PM
Would you know if i could implement all those mods without starting a new save?
hmm for EdBs Interface mod you have to make change to save file for pawn icon to show up, but the rest should work fine.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Justas love on May 28, 2016, 05:51:43 AM
Will you add apparello or is it in?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 28, 2016, 08:49:17 AM
I like your wall of text (WoT later). Your explanations are helpful. Now I know how to use solar chimneys, I didn't use it earlier but I gave it a try. It was full of water and  solar was 100/100 but the room was still above 0 C even in winter with cold snap :D Now I'll build it not surrounded with walls. EDIT: Also in heat wave there was no change and actually was hotter in that room. but then I saw something that was blocking cooling cell :D

I was confused with earth defenses because it has equal number of hit points as normal rock, so I thought it was a wall not an early embrasure. But Nimander is right it's OP, if you surround your defense area with that wall you have a fortress not a bunker ;) If you consider to make it passable than it's a good idea but you could make it also weaker so that it could be easy destroyed.

Like I said earlier I like where you going with this mod so I don't even install other mods that adds stuff because it would crush my fun. I only add functionality like hauling priority and cleaning area designation, both aren't updated so often, well almost never because they are simple mods. Fluffy's are different and I understand why you don't add them. Oh and there is Hospitality from Orion but it adds something that vanilla should have and it is(for me) compatible with CR.

So to end my lesser WoT I really appreciate your work. I like vanilla game but since Minami ended his work I was looking for a good modpack. There are some with a good balance but I always search for new.

Cheers!


EDIT: Framed wall still has costStuffCount 10
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Amariithynar on May 28, 2016, 09:36:55 AM
Regarding earthen walls: If you spend the time building up high earthen walls that you can mount to fire over then yes, they're going to be very effective. It's a tactics issue, where it's a very strong tactic to protect your people from incoming attacks while optimizing your own ability to attack that has been done since the days of the bow and arrow, and otherwise combat in Rimworld is limited to a charging horde of enemies with various weapons; fix the tactics issue, don't just call earthen walls overpowered because they're doing exactly what they did IRL.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Dynastiew on May 28, 2016, 10:04:20 AM
So i have a problem with ammo storage someone mind explaining to me how it works, when you put it on dispense will my pawn still fills it or will i have to manually reput it in receive, because of it my colon did 500 arrow because my other pawn keep putting it in the ammo storage and when they are in it they don't count in the inventory of the colony :s, an other problem is that some of my pawn put the cart in it :s.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 28, 2016, 10:51:53 AM
Quote from: Amariithynar on May 28, 2016, 09:36:55 AM
Regarding earthen walls: If you spend the time building up high earthen walls that you can mount to fire over then yes, they're going to be very effective. It's a tactics issue, where it's a very strong tactic to protect your people from incoming attacks while optimizing your own ability to attack that has been done since the days of the bow and arrow, and otherwise combat in Rimworld is limited to a charging horde of enemies with various weapons; fix the tactics issue, don't just call earthen walls overpowered because they're doing exactly what they did IRL.

Really? IRL you can build a 2m or higher wall and stand 10m behind it to shoot at your enemies? Don't jump with real life realism when we talk about game, and with earth defenses it's a gameplay issue where it just make hard for AI to even be near to fulfill objective.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Justas love on May 28, 2016, 11:10:39 AM
Figure out some kind of cooling in the early stages



I can't believe i just wasted 1 hour of my life

[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Fafn1r on May 28, 2016, 12:43:53 PM
Quote from: Justas love on May 28, 2016, 11:10:39 AM
Figure out some kind of cooling in the early stages



I can't believe i just wasted 1 hour of my life

Craft dusters.

Or rush smithing bench research, craft better tools and mine into a rock. It's always cool under overhead mountain.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: eastwood6510 on May 28, 2016, 01:44:24 PM
Well, it's now happened twice. Entire colonies wiped out by heat stroke.

I just can't research and build fast enough to get some kind of cooling setup.

I'm loving the mod progression as it's just the kind of thing I was looking for for awhile.

I don't even know what to suggest because I feel like electric cooling shouldn't be a thing you can get within 2 or 3 days of crash landing (and currently it seems like it takes multiple seasons to get to it which might be alright).

The only problem is food rotting and people dying of heat stroke from heatwaves before you can get that research done.

Idk. Maybe my only option is having multiple research benches and multiple researchers to kind of speedrun to cooling.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: florencka on May 28, 2016, 02:27:20 PM
I started a new map with the newest version of the mod and the problem with hauling in a loop with vehicles (carts, I don't yet have atv on the new map) is still present. The setup is for example a cooling room with a big preferred zone for food and a little critical zone for meat near the cooking table. Same problem with a little critical zone for hay outside in the chicken pen. Hay should be filled to max there and any overflow should be in the cooling room. But when hauling with carts the paws take a lot of hay in the cooling room but instead of bringing it to the chickens they just unload it a couple metres further in the same zone. Am I the only one having this problem? I really like using small critical zones near the crafting benches.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: zzz1000 on May 28, 2016, 02:49:09 PM
I  think  workaround is to forbid resources  for cart used in multiple different priorities zones, at least if some resource create problem.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: eastwood6510 on May 28, 2016, 04:26:58 PM
Quote from: eastwood6510 on May 28, 2016, 01:44:24 PM
Well, it's now happened twice. Entire colonies wiped out by heat stroke.
...

Idk. Maybe my only option is having multiple research benches and multiple researchers to kind of speedrun to cooling.

Well, I just tried again. With all out rushing of making dusters and cowboy hats, only 2 out of 7 people died from this colony's heat wave.

So maybe coolers can wait after all!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Justas love on May 28, 2016, 04:43:57 PM
Quote from: eastwood6510 on May 28, 2016, 04:26:58 PM
Quote from: eastwood6510 on May 28, 2016, 01:44:24 PM
Well, it's now happened twice. Entire colonies wiped out by heat stroke.
...

Idk. Maybe my only option is having multiple research benches and multiple researchers to kind of speedrun to cooling.

Well, I just tried again. With all out rushing of making dusters and cowboy hats, only 2 out of 7 people died from this colony's heat wave.

So maybe coolers can wait after all!
Still, unesacery deaths (i dunno if i spelled it correctly)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: eastwood6510 on May 28, 2016, 05:25:07 PM
Quick question: Are these about the correct cover values?

Fences: 25%
Chveladxcl (stick things): 35%
Earthen Ramparts: 50%
Sandbags: 60%
Parapet: 60%
Wall: 80%?

What about embrasures? 60%?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: jackarbiter on May 28, 2016, 06:38:44 PM
Quote from: Grogfeld on May 28, 2016, 08:49:17 AM
EDIT: Also in heat wave there was no change and actually was hotter in that room. but then I saw something that was blocking cooling cell :D

...

If you consider to make it passable than it's a good idea but you could make it also weaker so that it could be easy destroyed.

...

EDIT: Framed wall still has costStuffCount 10

So the solar chimney is working for you?

...

I just don't know if an earthen rampart should be able to be destroyed with gunfire... but then, should sandbags? Since it's just a 50% rampart you'd think the guy coming for you would be able to climb over it, and I don't want it to be OP even later game, but the reason I put it in originally was because you don't have a way to build sandbags early on... I think I will make it scalable, with slow pathing... dunno, I'll figure something out.

...

I know i changed this but you're right, it isn't changed, so maybe I am just insane. Will fix.

Quote from: florencka on May 28, 2016, 02:27:20 PM
I started a new map with the newest version of the mod and the problem with hauling in a loop with vehicles (carts, I don't yet have atv on the new map) is still present. The setup is for example a cooling room with a big preferred zone for food and a little critical zone for meat near the cooking table. Same problem with a little critical zone for hay outside in the chicken pen. Hay should be filled to max there and any overflow should be in the cooling room. But when hauling with carts the paws take a lot of hay in the cooling room but instead of bringing it to the chickens they just unload it a couple metres further in the same zone. Am I the only one having this problem? I really like using small critical zones near the crafting benches.

Thanks for the report, that's helpful info. I'm pretty sure what I described in the wall of text last night is the reason; I'll try to address this.

Quote from: Justas love on May 28, 2016, 11:10:39 AM
Figure out some kind of cooling in the early stages



I can't believe i just wasted 1 hour of my life

Solar chimneys are pretty early; are you not using them, or are they unusable in your biome? They are a little tricky to get running right, but with sunlight, rain, and nothing blocking them they've kept my pawns alive during heatstrokes before. I have a playthrough with pics and I'll try to post it up to the point where I use the chimney tonight.

Quote from: eastwood6510 on May 28, 2016, 04:26:58 PM
Quote from: eastwood6510 on May 28, 2016, 01:44:24 PM
Well, it's now happened twice. Entire colonies wiped out by heat stroke.
...

Idk. Maybe my only option is having multiple research benches and multiple researchers to kind of speedrun to cooling.

Well, I just tried again. With all out rushing of making dusters and cowboy hats, only 2 out of 7 people died from this colony's heat wave.

So maybe coolers can wait after all!

Keffiyehs aren't too shabby at this either. But I hate having to have everyone rely on clothing for this. Are you in an area where you can't get enough rainfall for the solar chimneys? The reason they're in there is to prevent this type of thing, they're relatively effective at cooling with a little bit of rainfall, and they can be closed to conserve the water.

Quote from: eastwood6510 on May 28, 2016, 05:25:07 PM
Quick question: Are these about the correct cover values?

Fences: 25%
Cheval de frise: 35%
Earthen Ramparts: 50%
Sandbags: 65%
Parapet: 65%
Embrasure: 73%

These (I edited the quoted info) are the numbers. Embrasures don't work well with higher coverage, this is the max CR put them. Not too much better than sandbags/parapets. Kindof makes parapets useless I guess. Cheval are passable. I'm thinking that maybe others of these should be passable, like the ramparts or maybe even sandbags. I'm open to suggestions as to different coverage values or different passability values.

Walls provide 100% coverage and can't be shot through, so I don't think they belong in the list.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 28, 2016, 07:04:38 PM
Quote from: florencka on May 28, 2016, 02:27:20 PM
(...) But when hauling with carts the paws take a lot of hay in the cooling room but instead of bringing it to the chickens they just unload it a couple metres further in the same zone. Am I the only one having this problem? I really like using small critical zones near the crafting benches.

Yes, I had similar problem. When I build ammo storage. My pawn tried to haul with cart only 46 of ammo and he constantly went for that ammo and dropped it few cells away. I think it was in original BBream's mod too. I have a big stockpile area in the middle of colony so I haven't got this bug for a long time, but after I created ammo storage (which is a cool idea) near entrance my pawn went crazy. Also if you have stockpile with more cells it could happen when there is only one cell free and in the cart is more than one item/stack.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: eastwood6510 on May 28, 2016, 07:26:04 PM
Quote from: jackarbiter on May 28, 2016, 06:38:44 PM
Quote from: Grogfeld on May 28, 2016, 08:49:17 AM
EDIT: Also in heat wave there was no change and actually was hotter in that room. but then I saw something that was blocking cooling cell :D



Solar chimneys are pretty early; are you not using them, or are they unusable in your biome? They are a little tricky to get running right, but with sunlight, rain, and nothing blocking them they've kept my pawns alive during heatstrokes before. I have a playthrough with pics and I'll try to post it up to the point where I use the chimney tonight.

Quote from: eastwood6510 on May 28, 2016, 04:26:58 PM
Quote from: eastwood6510 on May 28, 2016, 01:44:24 PM
Well, it's now happened twice. Entire colonies wiped out by heat stroke.
...

Idk. Maybe ...

Well, I just tried again. With all out rushing of making dusters and cowboy hats, only 2 out of 7 people died from this colony's heat wave.

So maybe coolers can wait after all!

Keffiyehs aren't too shabby at this either. But I hate having ...

Quote from: eastwood6510 on May 28, 2016, 05:25:07 PM
Quick question: Are these about the correct cover values?

Fences: 25%
Cheval de frise: 35%
Earthen Ramparts: 50%
Sandbags: 65%
Parapet: 65%
Embrasure: 73%


Thanks for the values!

As to the solar chimney; I was in a extreme desert biome so rain is a kind of rare thing. The normal temperature for that map wasn't that bad but when the heat wave came it was like a steam roller.

The clothes definitely worked great but as I said, took some rushing to get ready.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: zzz1000 on May 28, 2016, 07:51:12 PM
About chimneys, I do not have extreme climate so it's not critical, dusters are enough, but it seems do not work for me, it just stays full of water and doing nothing. Most likely there some interference from something else so I do not report it as bug, but can someone  show picture how it must be installed to be sure I did all right?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: jackarbiter on May 28, 2016, 09:05:12 PM
Quote from: zzz1000 on May 28, 2016, 07:51:12 PM
About chimneys, I do not have extreme climate so it's not critical, dusters are enough, but it seems do not work for me, it just stays full of water and doing nothing. Most likely there some interference from something else so I do not report it as bug, but can someone  show picture how it must be installed to be sure I did all right?

Attached.

You can see the blue where it is pointed to cool the rooms (the blue square is behind it but because it's drawn three blocks "high" it looks like the square is in the middle of it), you have to have it in sunlight (it tells you how much sunlight there is), have rain in it, make sure the vent is open, and make sure the blue square is not blocked by anything. As you can see in this screenshot there was a heat wave (it was a temperate climate) and from what I remember it got hot enough to kill at one point, but my colonists were fine. The temp is shown in Fahrenheit because that's what I'm used to; I wish I could see both values at once so I could see 48C and know that's 118F, but I have to convert it every time.

Anyway it's been a while since I've used it (that was 18 days ago), and currently I think I have that area roofed over, so I can't promise it still works; I'll look into it later.

(EDIT)It also has a roof requirement, thin or constructed roof maybe, but it'll enforce this so you can't go wrong.

[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Amariithynar on May 29, 2016, 12:05:30 AM
Quote from: jackarbiter on May 28, 2016, 06:38:44 PM
Quote from: eastwood6510 on May 28, 2016, 05:25:07 PM
Quick question: Are these about the correct cover values?

Fences: 25%
Cheval de frise: 35%
Earthen Ramparts: 50%
Sandbags: 65%
Parapet: 65%
Embrasure: 73%

These (I edited the quoted info) are the numbers. Embrasures don't work well with higher coverage, this is the max CR put them. Not too much better than sandbags/parapets. Kindof makes parapets useless I guess. Cheval are passable. I'm thinking that maybe others of these should be passable, like the ramparts or maybe even sandbags. I'm open to suggestions as to different coverage values or different passability values.

Walls provide 100% coverage and can't be shot through, so I don't think they belong in the list.

That looks about right to me, value-wise, until sandbags; here's my opinion on them, to make them closer to how they are, and how they are used, IRL. They should rot if left uncovered/outside, unless you also use concrete to harden them during the initial construction (upgraded sand bags); they should have very low life per tile, but be very cheap to make (it's just a burlap bag plus some earth/sand; very easy to rip open the bag with ranged weapons and have the earth/sand all spill out), unless hardened with concrete (then they should be more wall-like in durability); they should be able to be reinstalled, unless hardened by concrete (obviously).

As for what should be passable, sandbags definitely should be but slowed down (Not too slowly, but it's still bags of sand or loose earth; they move around a lot; if you did the sandbag alterations above, hardened sandbags should actually be faster to move over), and ramparts only if they are made to be sloped instead of packed flat (as they are currently) should be, but very slowly (as it's going up a steep incline of loose earth); maybe 10% speed for that one tile? Would be great if they were three long constructions, with one side being easy to climb and one side being hard to climb, to represent the direction they were built to defend against, and to be able to shoot past them you have to be on the sloped up tile behind it, else it blocks line of sight... but I think that's asking a bit too much, isn't it? >_>; Either way, HP should be low so they're easily blasted open, or dug through with effort (easier to tear down by far than to put up).

Parapets should be an upgrade to earthen ramparts to make them impassable and increase their HP. That gives them use.

With just Core, Core Library, Core Library Tweaks, and ARB (in that order) I'm still getting the "can't load map" bug, so I'm wondering if it's not a bug with my install. I'm going to try reinstalling the game to see if that sorts things out. EDIT: That seemed to resolve it... Wonder what the heck was going on? o.O
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: eastwood6510 on May 29, 2016, 12:50:50 AM
Quote from: Amariithynar on May 29, 2016, 12:05:30 AM

That looks about right to me, value-wise, until sandbags; here's my opinion on them, to make them closer to how they are, and how they are used, IRL. They should rot if left uncovered/outside, unless you also use concrete to harden them during the initial construction (upgraded sand bags); they should have very low life per tile, but be very cheap to make (it's just a burlap bag plus some earth/sand; very easy to rip open the bag with ranged weapons and have the earth/sand all spill out), unless hardened with concrete (then they should be more wall-like in durability); they should be able to be reinstalled, unless hardened by concrete (obviously).

As for what should be passable, sandbags definitely should be but slowed down (Not too slowly, but it's still bags of sand or loose earth; they move around a lot; if you did the sandbag alterations above, hardened sandbags should actually be faster to move over), and ramparts only if they are made to be sloped instead of packed flat (as they are currently) should be, but very slowly (as it's going up a steep incline of loose earth); maybe 10% speed for that one tile? Would be great if they were three long constructions, with one side being easy to climb and one side being hard to climb, to represent the direction they were built to defend against, and to be able to shoot past them you have to be on the sloped up tile behind it, else it blocks line of sight... but I think that's asking a bit too much, isn't it? >_>; Either way, HP should be low so they're easily blasted open, or dug through with effort (easier to tear down by far than to put up).


I'm not attacking you in anyway, but have you seen the sandbag barricades we use today? Even in today's military they are very effective and very robust. They stop explosions and high penetration rounds pretty easily.

Quote from: Cornishdude152 on May 27, 2016, 08:45:18 PM
Am i the only one that can't use the concrete mixers?.

They also don't work for me.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Amariithynar on May 29, 2016, 01:55:43 AM
Quote from: eastwood6510 on May 29, 2016, 12:50:50 AM
I'm not attacking you in anyway, but have you seen the sandbag barricades we use today? Even in today's military they are very effective and very robust. They stop explosions and high penetration rounds pretty easily.

Why would I think you were? You didn't just leave it at a useless and/or snide remark, but explained your position. That said, yes I have, and no, they really aren't. Even a single bullet hole will cause a bag to leak, and when one bag deflates then it compromises the integrity of the entire wall. While we see polypropylene and nylon bags in use today in the first world, the vast majority on Earth are still burlap sacks, which, as mentioned, rot. Even poly bags (unless made with a special UV formulation) will be degraded beneath the sun. If you have access to the fine particulate sand that we use for military-grade sadbags, which is made up in large part of natural ceramics in the form of crushed/powdered sea shells, then certainly it's going to be more effective against bullets, as it'll chew up the lead projectile even more than normal when it gets hit.  However, as I've noted, you don't normally have access to sand proper, so the sandbags in use are likely just filled with loosely packed earth (topsoil), making them not very effective at repelling bullets. Further, according to the 1990 edition of the Soldier's Manual of Common Tasks, you need at least 18 inches of proper sandbags between yourself and incoming enemy fire for it to be effective cover. Canadian army winter training teaches that you must use 4 feet of icecrete (icy sand slurry frozen to form) to stop a bullet (and so need even more to ensure effective cover).
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Justas love on May 29, 2016, 03:53:25 AM
I play on deserts...
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 29, 2016, 03:59:43 AM
An interesting conversation about sandbags. It's a great idea to make sandbags deteriorate over time, and yes sandbags barricades are weak, that's why most of the time military use concrete blocks, but for barricades made ad hoc sandbags are good solution. So maybe if it's possible to make them deteriorate, why not make parapets a upgrade, and sandbags be movable and we could store them? Just a suggestion but gameplay wise it's a solution for them. But still it's not an problem, in my opinion all of defense structures can be as they are.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Justas love on May 29, 2016, 04:37:26 AM
sandbags where used as a fast defence setup, it was weak, but it still provided cover and was easy, fast to build
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Fafn1r on May 29, 2016, 06:09:01 AM
For some reason, neither solar chimneys and overhead mountain rooms (A13 feature) are reducing temperature in my game.

I made a 16 tiles big room (6x6 walls) for storing boomalope sacks. Chimney was at the south wall, blue indicator facing inside, constructed roof over everything, doors were closed all the time. No noticeable results.

Mountains are another riddle.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: zzz1000 on May 29, 2016, 06:47:51 AM
Looks like I did it  about right. Its autumn now so it's hard to say, I tried  to change coldpersecond to -100 and pushmin to 10 for science but didn't noticed difference(room with roof over chimney tile, without roof and without chimney all have same temperature).
For me it possible to be conflict with something, maybe redistheat( I do not use it because no power but leave it enabled  because pipes and why not) but it's strange because looks like Panda use it's own cold generator. But missing texture looks suspicious.

Sorry for trouble
(http://i.imgur.com/N8ghBNV.jpg)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Cornishdude152 on May 29, 2016, 07:51:01 AM
Deep mines also don't work....... unless they're automatic and take weeks for a bit of resource to appear.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Voker57 on May 29, 2016, 11:30:36 AM
Rimworld always crashes when I try to load game with this mod. Gameplay itself is fine.
Should I enable vanilla tweaks from CCL?

Probably this problem: https://ludeon.com/forums/index.php?topic=16599.msg224737#msg224737
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Amariithynar on May 29, 2016, 02:37:03 PM
Quote from: Voker57 on May 29, 2016, 11:30:36 AM
Rimworld always crashes when I try to load game with this mod. Gameplay itself is fine.
Should I enable vanilla tweaks from CCL?

Probably this problem: https://ludeon.com/forums/index.php?topic=16599.msg224737#msg224737

I had to do a clean install and re-enable all mods fresh to get it to work on loading, myself. Try that.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Grogfeld on May 29, 2016, 04:02:00 PM
I'm writing this second time because forum does't like too big attachment and just delete everything I wanted to post. Yey. *sad face*

1. Solar chimneys (SC from now on) doesn't work for me. I thought it work but now I see something different. I had heat wave and room with SC was hotter then another one without it. Also water levels doesn't change and i presume it should evaporate, right? I have CCL Vanilla tweaks installed, I don't know if this is the problem. I'll try with CCL Tweaks disabled but I think it's not the case.

2. Longer research is fun but not at beginning with Foundation project. I've cut the time cost by half and I like what I see.

3. I suggest to split weapons from crafting research project. Making weapons era types as separate project could give different experience with new types of gun. Better feel of medieval/mild mild west/ early industrial age weapons. But it still would not counter rider stuff spam after a battle, which leads me to next point.

4. I like feel progress the way new weapons are unlocked. Now you get better weapon from raid drops, which is logical but kills fun playing with muskets, and henry rifles and other great weapons, most of the time they are just "collectors edition" stuff for hanging on the wall to show off. So what about damaging them when dropped by, for example, 30%? This way you have to choose to use weapons that you can create by yourself or risk accuracy loss with damaged high-tech. It would need a dll to work because if I remember correctly there is only a function to "destroy on drop", also I would like to see mod that give a random destroy on drop but that's for other topic.

5.Making more variety of factions in different eras. Now we have what? Neolithic, middle(something) midworld(?) and spacers. Right? And pirates are always spacers. If they were split to other eras than maybe we could have less ATV cavalry raid... who knows horseback/muffalo cavalry? ;) This isn't a big thing, not a problem, but I think that more is better in that case.

That's for now. Cheers! :)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: jackarbiter on May 29, 2016, 06:40:07 PM
The code for solar chimney checks to see if there is a breakdownable comp (so that a null result does not break when it checks if the chimney is broken down) if there is not, it does not push cool air. At some point after my solar chimney test I made it to where solar chimneys do not break down (because I removed components from the required list) and after this point you can't use the damn chimneys, but I hadn't realized because I'd gotten beyond the point of needing them. Fix will be up shortly, gotta find the other issues and fix them as well.

Note: other cupropanda mods requiring the latest version are not currently compatible in spite of what I thought, there was an update or two since my implementation. I can update to the latest but it'll break some things, I have some workarounds that'll keep save games working and avoid errors... will see which way I decide to go.

(EDIT) Looks like he hardcodes a little too much for me to update. Adding copper, for instance. I really don't want copper in the game, so I'd have to reverse this or get the sourcecode, which will prevent using other aspects of mods requiring corepanda. Looks like incompatibility with other corepanda mods is going to be a thing. If you want other aspects in this mod, let me know.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: Dynastiew on May 29, 2016, 08:11:23 PM
http://i.imgur.com/UrCoy6S.png (http://i.imgur.com/UrCoy6S.png)

I'm having a lot of fun, first truck built today, not many problems, though i had no atv raid after the first one, i don't know why???

I wasn't able to activate the noclean mod and the storage search mod either but the other mod listed before by Grogfield worked on an ongoin save without any glitch. Gatling are really weak though both destroyed by the first raid of tribes people, i was so proud of them xD fricking savages.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: jackarbiter on May 29, 2016, 11:55:56 PM
Quote from: Dynastiew on May 29, 2016, 08:11:23 PMGatling are really weak though both destroyed by the first raid of tribes people, i was so proud of them xD fricking savages.

...

i had no atv raid after the first one, i don't know why???

Nice base :)

Gatling's pretty inaccurate; the browning is a definite upgrade in this regard. One of the main problems is that the 20 rounds spam the same target even after the target is down. You think it's too underpowered? I was thinking about making the bursts shorter and much closer together so more people can be targeted, which is the whole point of the gatling gun. I'll be testing the browning shortly, I have a few made now but haven't gotten to it yet, been fixing bugs.

...

Only edge raids will spawn ATVs, and only 50% of the time, and only for modern raiders. You can test by using dev mode and spawning a bunch of 1000 point raids til you get one.

Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/29 v0.05
Post by: jackarbiter on May 30, 2016, 12:33:22 AM
Updated. Some problems were due to my stupid mistakes, others were due to my stupid mistakes. One or two weren't either; they were due to my idiotic mistakes.

Next up: taking a look at solar cooling chimneys to see if I can't add water; doing so will require enforcing an oasis on each desert map and adding a water resource; not sure if I want to go that route. If I do I may go all out and add thirst mwhahahaha. Most likely I will not do this.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/29 v0.05
Post by: Grogfeld on May 30, 2016, 03:54:06 AM
Quote from: jackarbiter on May 30, 2016, 12:33:22 AM
(...)  doing so will require enforcing an oasis on each desert map and adding a water resource; not sure if I want to go that route. If I do I may go all out and add thirst mwhahahaha. Most likely I will not do this.

Why not create well that fills with water depending on temperature outside and radius so that only one can be build within it? This way it's possible to have it on desert and due to harsh environment water still be a problem while on normal maps it would be easy. And add to traders water buckets or something like that to give colonies on desert a better chance.

Quote from: Dynastiew on May 29, 2016, 08:11:23 PM
http://i.imgur.com/UrCoy6S.png (http://i.imgur.com/UrCoy6S.png)
I wasn't able to activate the noclean mod and the storage search mod either but the other mod listed before by Grogfield worked on an ongoin save without any glitch.

I can swear that storage search on my side is working, hmm. IDK I really start new colony to often maybe I forgot something.
Have you tried recently version from github? You can download source code and assemblies by just downloading to desktop from main page (clone or download button @ https://github.com/Killface1980/StorageSearch) than just copy that folder.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: ThatOtherPerson on May 30, 2016, 08:28:08 AM
jackarbiter, This mod/pack is very fun. Thank you.

But one thing is missing... there is no access to Omni-gel. This would be a very addition to the mod/pack.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles -05/27 v0.04
Post by: eastwood6510 on May 30, 2016, 12:09:12 PM
Quote from: Dynastiew on May 29, 2016, 08:11:23 PM
http://i.imgur.com/UrCoy6S.png (http://i.imgur.com/UrCoy6S.png)


What are those brown things by the entrance to your base on the right? Barbed wire?

Edit: That new update is great. The best part is the Stuff change for the walls. It ate at me spending 10 stuff for the framed walls.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Dynastiew on May 30, 2016, 01:17:24 PM
Yes it is Barbed wire.

A robot trader came by, it's funny looking at the hauling robot driving the truck i don't know if it's safe for my other colonist though :D.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Fenrisudo on May 30, 2016, 04:19:10 PM
Is there any way to download only the vehicles? Please?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on May 30, 2016, 04:25:00 PM
Quote from: Fenrisudo on May 30, 2016, 04:19:10 PM
Is there any way to download only the vehicles? Please?

Still not yet, gotta fix the occasional hauling loop and then extricate it from Combat Realism, then patch it for combat realism.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on May 30, 2016, 05:20:56 PM
I hope you will fix haulers with carts looping problem. Now I had to set lower priority (around 8) on hauling with carts and hauling with backpacks so other hauling jobs would be preferred by Pawns.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Dynastiew on May 30, 2016, 05:58:28 PM
Yeah the hauling loop was annoying so i just made several little zone in my big zone with each what i want in it and basta :).
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on May 30, 2016, 07:01:48 PM
Quote from: Grogfeld on May 30, 2016, 05:20:56 PM
I hope you will fix haulers with carts looping problem. Now I had to set lower priority (around 8) on hauling with carts and hauling with backpacks so other hauling jobs would be preferred by Pawns.

Working on that next.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: herrcaptain on May 30, 2016, 08:23:18 PM
I don't have anything particularly productive to add to this conversation but I just wanted to thank you for putting together this modpack. The addition of a proper tech tree, research tweaks (love the laboratory upgrades!), and vehicles - as well as the inclusion of some of my favourite mods like CR - has made this an absolute gem by my standards. I played 0.04 over most of the weekend and it's the most fun I've had with RimWorld since TTM a few versions back.

Sorry I don't have much to add - I just know that modding can sometimes be a thankless pursuit and I wanted to thank you for putting together something so fantastic.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: eastwood6510 on May 31, 2016, 12:50:14 AM
Quote from: herrcaptain on May 30, 2016, 08:23:18 PM
I don't have anything particularly productive to add to this conversation but I just wanted to thank you for putting together this modpack. The addition of a proper tech tree, research tweaks (love the laboratory upgrades!), and vehicles - as well as the inclusion of some of my favourite mods like CR - has made this an absolute gem by my standards. I played 0.04 over most of the weekend and it's the most fun I've had with RimWorld since TTM a few versions back.

Sorry I don't have much to add - I just know that modding can sometimes be a thankless pursuit and I wanted to thank you for putting together something so fantastic.

Hear hear!

Great mod! Really enjoying playing it
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on May 31, 2016, 12:53:17 AM
Quote from: herrcaptain on May 30, 2016, 08:23:18 PM
Sorry I don't have much to add - I just know that modding can sometimes be a thankless pursuit and I wanted to thank you for putting together something so fantastic.

Adding a compliment is one of the best things to add; thanks for the feedback :)

Quote from: eastwood6510 on May 31, 2016, 12:50:14 AM
Hear hear!

Great mod! Really enjoying playing it

And thanks to you to, hopefully you can store up a little rain for the next heatwave now that the solar cooling chimney is working.

Still trying to think of a good way to add cooling without water.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Prismaa on May 31, 2016, 11:10:08 AM
Should add additional lighting mod by Skullywags https://ludeon.com/forums/index.php?topic=14177.0 (Remember to notify him if you add it) Love the ceiling light from this mod. Oh and it takes AGES to write needed reference books to advance further in research :P
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on May 31, 2016, 11:39:40 AM
I just had to start again because some bugs destroyed my saves (or my laptop 80 C/ 176 F on my cores) so again had to feel how slow is the start. :D But I have some observations.

1. New sleeping spots are probably useless. I don't know if anyone really use them. It's because we get early on leather from butchering. How about at start make that we get from butchering only meet, and then it would be upgraded, through research, to normal state. But it's only suggestion for better use of every item in game and I know that in biomes without trees padded sleeping spot is the only way to get good sleep.

2. Framed walls could have in stuff requirements wood. For example 2 wood and 3 of other stuff. But it's good that now they're cheaper then normal walls

3. Surgeries types are doubled (in my case) so maybe it have to do something with progressive unlocking.

4. At smiting tables we have simple prosthetics but it should be unlocked after researched Anatomy. Also, what do you think to give anatomy earlier as a branch of complex crafting? I know that you had created progress point and Smithing is one of the pivotal point after we advance to next tech level.

5. I get few notifications from Fluffy's Enhanced Tabs, I know its not your problem but it say that you have "no label set for WorkGiverDef IF_TrainingShooting" so I'm obligated to inform author of ARBRealisticResearch about it :D even if it's form Haplo's Miscellaneous mod (this is what you get from merging mods into one folder ;))
Also Fluffy's Enhanced Tabs is great but after I've loaded new version of ARB_RR I had many bugs related to new jobs. I don't know if "do bills at deep mine" was in previous.

6. IDK but shields (ones that can be build) doesn't work. Consider switching on Forcefields form Rikiki's M&Co. mod?


Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on May 31, 2016, 01:44:22 PM
Quote from: Prismaa on May 31, 2016, 11:10:08 AM
Should add additional lighting mod by Skullywags https://ludeon.com/forums/index.php?topic=14177.0 (Remember to notify him if you add it) Love the ceiling light from this mod. Oh and it takes AGES to write needed reference books to advance further in research :P

I think that mod would go fine in mine.

I can't remember where it says it in CuproPanda's thread, and I haven't put my playthrough up yet to demonstrate, but writing books goes much faster in a room with high stats. I had a useless guy making statues all day and I ended up putting them all in a room; writing goes pretty fast in there.

But yeah it's intended to keep you stuck for a minute; it's a good time to simulate the wild west experience :D

Quote from: Grogfeld on May 31, 2016, 11:39:40 AM
I just had to start again because some bugs destroyed my saves (or my laptop 80 C/ 176 F on my cores) so again had to feel how slow is the start. :D But I have some observations.

1. New sleeping spots are probably useless. I don't know if anyone really use them. It's because we get early on leather from butchering. How about at start make that we get from butchering only meet, and then it would be upgraded, through research, to normal state. But it's only suggestion for better use of every item in game and I know that in biomes without trees padded sleeping spot is the only way to get good sleep.

2. Framed walls could have in stuff requirements wood. For example 2 wood and 3 of other stuff. But it's good that now they're cheaper then normal walls

3. Surgeries types are doubled (in my case) so maybe it have to do something with progressive unlocking.

4. At smiting tables we have simple prosthetics but it should be unlocked after researched Anatomy. Also, what do you think to give anatomy earlier as a branch of complex crafting? I know that you had created progress point and Smithing is one of the pivotal point after we advance to next tech level.

5. I get few notifications from Fluffy's Enhanced Tabs, I know its not your problem but it say that you have "no label set for WorkGiverDef IF_TrainingShooting" so I'm obligated to inform author of ARBRealisticResearch about it :D even if it's form Haplo's Miscellaneous mod (this is what you get from merging mods into one folder ;))
Also Fluffy's Enhanced Tabs is great but after I've loaded new version of ARB_RR I had many bugs related to new jobs. I don't know if "do bills at deep mine" was in previous.

6. IDK but shields (ones that can be build) doesn't work. Consider switching on Forcefields form Rikiki's M&Co. mod?

1. Yeah, they were more useful when I had originally forced cloth for beds, but it didn't make sense that you could use leather (furs, etc.) for beds, and I didn't want to nerf beds too badly, but I sorta nerfed sleeping spots when I did this. Not really sure how to do this better without nerfing beds... I guess I could require tailoring before a real bed could be made. Kinda makes sense.

2. Yeah, my problem with walls is that you've got tables or guns or etc. in the game that cost 70-120 steel, then you turn around and build a wall for 5. And the expensive walls are only 10. You can build a building for the price of one gun. I was trying to balance this out some, but I don't think I managed it, and I think if I tried to make walls cost more my users would go berserk.

3. Can you explain this further? I don't think I've encountered this issue.

4. I'll take a look at this.

5. Hmm well shooting training isn't technically in this mod anymore (the def is) since I had to change how the targets work. I'll take a look at this, if I can replicate I'll strip out the def and see if that fixes it.

6. I'll take a look at this as well.

Thanks for the feedback guys.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Prismaa on May 31, 2016, 01:49:23 PM
Hmm what skill effects writing thingy? I noticed my char with lower Art skill but high research writes them very fast compared to one with high art and low research skills.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Dynastiew on May 31, 2016, 02:17:08 PM
An other problem i met, the Heavy turret is too long to make so colonist give up or daze before the end of it xD, it's not a recipe where you can go back and finish it when you want, it's one of those you need to do it in one go, like smoking meat for example ^^.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on May 31, 2016, 07:28:09 PM
Quote from: Prismaa on May 31, 2016, 01:49:23 PM
Hmm what skill effects writing thingy? I noticed my char with lower Art skill but high research writes them very fast compared to one with high art and low research skills.

Once again this is something that would be helped if I put up my playthrough, but I keep having to put it off.

Research is the most important skill by far (I've been a tech writer so I can attest that research can easily be the most important part of writing reference books, which is what I did for some time when I first started my career):
    <skillNeedFactors>
      <li Class="SkillNeed_BaseBonus">
        <skill>Research</skill>
        <baseFactor>0.52</baseFactor>
        <bonusFactor>0.12</bonusFactor>
      </li>
<li Class="SkillNeed_BaseBonus">
        <skill>Artistic</skill>
        <baseFactor>0.16</baseFactor>
        <bonusFactor>0.14</bonusFactor>
      </li>
    </skillNeedFactors>
    <capacityFactors>
      <li>
        <capacity>Consciousness</capacity>
        <weight>1</weight>
      </li>
      <li>
        <capacity>Manipulation</capacity>
        <weight>1</weight>
      </li>
      <li>
        <capacity>Sight</capacity>
        <weight>0.75</weight>
      </li>
    </capacityFactors>


Quote from: Dynastiew on May 31, 2016, 02:17:08 PM
An other problem i met, the Heavy turret is too long to make so colonist give up or daze before the end of it xD, it's not a recipe where you can go back and finish it when you want, it's one of those you need to do it in one go, like smoking meat for example ^^.

Huh CR must have left out the unfinished thing def. I'll add it in.

I was hoping to address some issues tonight but my night got shot in the face and it hasn't even begun yet. I'll get on this stuff as soon as I can.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: eastwood6510 on June 01, 2016, 02:49:41 AM
Speaking of playthroughs, does anyone know of someone doing a rimworld let's play with this mod?

It would be great to watch when I'm supposed to be working  ;D
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on June 01, 2016, 03:39:29 AM
Quote from: eastwood6510 on June 01, 2016, 02:49:41 AM
Speaking of playthroughs, does anyone know of someone doing a rimworld let's play with this mod?

It would be great to watch when I'm supposed to be working  ;D

I don't think so. Mod is in early stage with bugs. But with some love and time we could see good modpack and then LP ;)

EDIT:
Quote from: jackarbiter on May 31, 2016, 01:44:22 PM
3. Can you explain this further? I don't think I've encountered this issue.

Ok, I've attached image. There are duplicated options.

Quote from: jackarbiter on May 31, 2016, 01:44:22 PM
5. Hmm well shooting training isn't technically in this mod anymore (the def is) since I had to change how the targets work. I'll take a look at this, if I can replicate I'll strip out the def and see if that fixes it.

But shooting range, and training dummy is, right? Because that notification is about this two buildings and jobs that are related to them. This is not a bug it's just info from other mod that there is no label and it use that label to better describe jobs.

On another note ,jackarbiter, your storyteller is really great. I'm using the nice one  (rough difficulty) because I don't want to jump into deep water without knowing how many sharks are there :D I like it. There is always something going on. 6 raids in 20 days vs 3 raids in 40 days with Randy Random (probably my bad luck) also only one raid with 6 pirates all on ATV (rescue event) They are fast as hell :D but not faster than bullets ;)



[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Amariithynar on June 01, 2016, 04:10:25 PM
Grogfeld, it might be because you're in dev mode. There's a lot of stuff that it wonks up in basic functionality by simply being activated.

Jack, your storyteller on Nice should not be factoring in anything but pop and building wealth, right? Six pop (three original, two who asked for help and had only a single enemy chasing them, one random wanderer), five reclaimed limestone ruins as buildings (all 3 by 5/6/7 blocks in size), and a few fence-buildings (fyi, fences act like regular walls if you have at least one wall piece within normal range) around my kitchen/food stockpile (made out of wood logs). I just got a raid of *40* enemies wander into my home. What's up with that? ._. This amount of stuff even with all my stuff lying on the ground would only count for a raid of maybe 7-10 people, otherwise. Does the 'nice' aspect also factor in chunks hauled ino your home zone? Trees growing in your home zone?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on June 01, 2016, 05:12:22 PM
Quote from: Amariithynar on June 01, 2016, 04:10:25 PM
Grogfeld, it might be because you're in dev mode. There's a lot of stuff that it wonks up in basic functionality by simply being activated.
I'll check if this is the case. I don't remember when I had dev mod disabled :D
EDIT: No it's still the same, maybe something is messing up but it doesn't do anything, so no complains :)

Also your storyteller probably doesn't like someone from your colony :D 40 raiders?! Was it Insane difficulty? Like I said with total wealth of 34k and building around 8k and 6 pop I had now raids with 8-10 tribal and around the same or less with pirates. But yes, there is something in less incident trolling, which is used here for generate incidents, that probably calculate wrong wealth. In dev mode you could inspect storyteller and in nice and normal storyteller there is almost no difference, It shows total wealth and Thread points are the same. But that's just what it shows and I don't know how it calculate. I'll check it maybe later.

I just looked up on Inspector and with rough difficulty, total wealth 56k, building 42k and 11 pop I'll have a raid incoming at 38 day with 790 points. That sounds right. As I recall it should be 4-5 high tech guys or 12 tribals, right?

EDIT: It was 18 tribals.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on June 01, 2016, 09:21:10 PM
Quote from: Amariithynar on June 01, 2016, 04:10:25 PM
Jack, your storyteller on Nice should not be factoring in anything but pop and building wealth, right? Six pop (three original, two who asked for help and had only a single enemy chasing them, one random wanderer), five reclaimed limestone ruins as buildings (all 3 by 5/6/7 blocks in size), and a few fence-buildings (fyi, fences act like regular walls if you have at least one wall piece within normal range) around my kitchen/food stockpile (made out of wood logs). I just got a raid of *40* enemies wander into my home. What's up with that? ._. This amount of stuff even with all my stuff lying on the ground would only count for a raid of maybe 7-10 people, otherwise. Does the 'nice' aspect also factor in chunks hauled ino your home zone? Trees growing in your home zone?

He is just the less incident trolling randy random who likes you to have more people (easier raider recruitment, etc). I looked at the code before I used him, he will only calculate building wealth. You can see your building wealth in the screen with the stat graphs.

If you want to make sure you are usung him you can open your save in notepad++ and search for storyteller, his def is arbiternice.

The most raiders I have ever gotten is less than the amount in the atv picture (that was a dev test with forced raid points), and I have pretty high building wealth. Are you using many other mods on top of this?

(EDIT)
Forgot, the arbiters have a longer max period of time between big bad events. This is, in part, to make using this mod not so damn hard.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: florencka on June 02, 2016, 09:38:13 AM
I'm now using Enhanced Tabs https://ludeon.com/forums/index.php?topic=15964.0 with this one, and somehow after the update to the 0.05b (same save) all colonists but one disappeared from the detailed work tab. They are also not working at all if I turn on the detailed tab. After I recruited a new pawn, he also showed up in this tab, so that there are only 2 out of 11 colonists in the detailed view. Since this is the most important feature of the Enhanced Tabs, any idea how or if at all I can get it to work with this mod?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on June 02, 2016, 09:47:00 AM
Quote from: florencka on June 02, 2016, 09:38:13 AM
I'm now using Enhanced Tabs https://ludeon.com/forums/index.php?topic=15964.0 with this one, and somehow after the update to the 0.05b (same save) all colonists but one disappeared from the detailed work tab. They are also not working at all if I turn on the detailed tab. After I recruited a new pawn, he also showed up in this tab, so that there are only 2 out of 11 colonists in the detailed view. Since this is the most important feature of the Enhanced Tabs, any idea how or if at all I can get it to work with this mod?

Yea, I had the same problem with beta version of Enhanced Tabs. You need to remove ET reload save, save, reload game with ET and it should work.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Fluffy (l2032) on June 02, 2016, 10:06:29 AM
Any chance you guys could send me your save files + output_logs? Fixing Fluffy Tabs isn't really Arbiter's job (unless he's included it, in which case, you're on your own, buddy :P)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on June 02, 2016, 10:17:59 AM
Quote from: Fluffy (l2032) on June 02, 2016, 10:06:29 AM
Any chance you guys could send me your save files + output_logs? Fixing Fluffy Tabs isn't really Arbiter's job (unless he's included it, in which case, you're on your own, buddy :P)

Hehe well I think it was nothing, reloaded game and everything works fine so I will not take your precious time when you can spend it on You awesome mod. But yea, I forgot to mention it to you, my bad, sorry I'm a lousy tester :D But I can try to reproduce this bug if you want.

EDIT: Ok, bug reproduced, files send to Fluffy with description in PM. Hope it helps.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: florencka on June 02, 2016, 12:29:22 PM
Quote from: Grogfeld on June 02, 2016, 09:47:00 AM

Yea, I had the same problem with beta version of Enhanced Tabs. You need to remove ET reload save, save, reload game with ET and it should work.

Thanks, I'll give it a try. I also sent the files to Fluffy and hope I can thus contribute to this nice mod ;)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on June 02, 2016, 02:16:31 PM
Quote from: Fluffy (l2032) on June 02, 2016, 10:06:29 AM
Any chance you guys could send me your save files + output_logs? Fixing Fluffy Tabs isn't really Arbiter's job (unless he's included it, in which case, you're on your own, buddy :P)

No people ask me to include UI stuff but I have enough on my plate :D

I've addressed all the bugs that have come up so far and some of the balance stuff Grogfeld asked about; some of these may have messed with Fluffy's tabs, so it may well be my problem to fix.

1. When I finally merged EPOE instead of making a patch like I started out doing, and then added DE-surgeries, two surgeries got replicated with the same defs and all. But apparently the game doesn't have an issue with this.

2. DE-surgeries attaches surgeries to the human def, but some of the ones they attach end up mirrored in the health tab.

Both of these are fixed, I'm just waiting to have time to try to fix the stupid hauling loop bug. I was hoping to take a look at Fluffy's tabs tonight, I have them installed but haven't looked into them. They may not like some of the surgery replication, or it may well be some other bug I haven't come across yet. So I hate to waste your time Fluffy.

(EDIT) If anything it's probably to do with the damn vehicles.

And yeah, I have some labels to set it looks like. florencka accidentally sent me the log so I took a look at it.

(EDIT2) I was talking with someone for their mod (not mine, haven't seen this myself) about that message that's spammed there, "Look rotation viewing vector is zero," the other day. It's a unity error when checking against a vector that is (0,0,0). Can't imagine that's a work tabs thing but idunno.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on June 02, 2016, 03:57:12 PM
Quote from: florencka on June 02, 2016, 12:29:22 PM
Quote from: Grogfeld on June 02, 2016, 09:47:00 AM

Yea, I had the same problem with beta version of Enhanced Tabs. You need to remove ET reload save, save, reload game with ET and it should work.

Thanks, I'll give it a try. I also sent the files to Fluffy and hope I can thus contribute to this nice mod ;)

This is on me, had to add a workdef or some such to fix the deep mine and concrete mixer, blatant error on my part, and updating a work or job def or whichever it was in the middle of the game means you have to remove Fluffy's tabs, save, add Fluffy's tabs back. So fixable and temporary and not Fluffy's problem. :) And will likely happen again with the next update, depending, since I add a better way to get rid of clothing (not sure).
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on June 02, 2016, 05:05:01 PM
Quote from: jackarbiter on June 02, 2016, 03:57:12 PM

This is on me, had to add a workdef or some such to fix the deep mine and concrete mixer, blatant error on my part, and updating a work or job def or whichever it was in the middle of the game means you have to remove Fluffy's tabs, save, add Fluffy's tabs back. So fixable and temporary and not Fluffy's problem. :) And will likely happen again with the next update, depending, since I add a better way to get rid of clothing (not sure).

I thought it's related to new workdef for deep mine, good that we have solution to fix this. Also, good to know that you have found source of duplicated surgeries in medical tab. The damn vehicle hauling loop. I've managed to "fix it" by adjusting in Enhanced Tabs job for hauling with vehicles only for few single hours in a day. That way Pawn will grab what he want and haul it, by the time he arrives he have higher priority on other job so he leaves cart (it's always cart issue). It looks like ATV have no problem with this, probably because it have only 2(?) slots. I would suggest that give it only 1 slot that way ATV would be a great tool for haul because the speed is insane :)

Oh and the "Look rotation viewing vector is zero" bug, i just had one for the first time it freezes game. Nasty one.

Anyway, looking forward for new updates :) I just had a small battle with 6 scythes (poison ship) vs my fortress with 2 cannons and gatling gun. Of course enemy shoot at me from further than range of cannons so I had to use ATVs to move cannons to better position and for that I had to charge with other pawns with henry rifles. I must say that this was a great battle. My best shooter was dawned 2 times and still after he got patched by medic behind solid rock in the field, he was the one who stand always in front line :D No one was killed, except 3 allies so free stuff.

Molotov cocktails are broken. It's strange because extracting FSX from boomalope sacks have description, "making molotovs". And in bid you have cloth and potatoes (in description) but on selection stuff screen there are only potatoes. Sorry I don't remember which one is missing.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: jackarbiter on June 02, 2016, 05:45:46 PM
Quote from: Grogfeld on June 02, 2016, 05:05:01 PM
Molotov cocktails are broken. It's strange because extracting FSX from boomalope sacks have description, "making molotovs". And in bid you have cloth and potatoes (in description) but on selection stuff screen there are only potatoes. Sorry I don't remember which one is missing.

Thanks, I'll handle this one before tonight's update. Was it just description stuff? Can you still make them? I probably decided to leave out cloth but forgot to handle the description (thinking about it now, cloth would be good to include), and I copied the xml for the FSX so that's likely another description oversight.

Sounds like a great battle. I was hoping that there was enough time before the reference shelf was done that people would be having to cowboy it up. Hauling cannons closer with ATVs is pretty damn cowboy, that's awesome.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 05/29 v0.05b
Post by: Grogfeld on June 02, 2016, 06:33:20 PM
No I can't make it. Description is OK, just missing stuff to select from prevent crafting cocktails.

Battle wasn't big but it was really entertaining to watch how everything just happened like scripted event :) First ship debris crashed so I was forced to craft more rifles, and cannons because I recently researched project that unlocked it, and than when I triggered scythes I realized that gun range is to short so I had to do something with it, and help from friendly colony was also a nice addition to story. So yes, you had really good plan how research is done and my wild wild west era is quite enjoyable :)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 02, 2016, 09:46:28 PM
I think I fixed the hauling loop bug.

New version up. If you have Fluffy's tabs and colonists disappear from it after you update (not sure if this will happen), disable it, save your game, enable it.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: florencka on June 03, 2016, 03:05:45 AM
Quote from: jackarbiter on June 02, 2016, 09:46:28 PM
I think I fixed the hauling loop bug.

New version up. If you have Fluffy's tabs and colonists disappear from it after you update (not sure if this will happen), disable it, save your game, enable it.

Great, many thanks for the update! I've been waiting for this fix, I've been having significant problems with the hauling throughput without vehicles mid-game. It just wasn't enough.

I did a little bit of testing and can confirm that the hauling loop between zones of different priority doesn't seem to be an issue anymore. Hauling with vehicles to containers from Extended Storage mod doesn't work. Is it something that you can and intend to change? I'm using a workaround with a low priority zone next to the containers, so that the last couple of metres are hauled manually, this works fine.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: zzz1000 on June 03, 2016, 03:20:21 AM
Small video about  tank versus cannon  (Not sure is it ok to post it here )

https://youtu.be/2IgRsTFYxTA
I shoot it from small arms mostly in hope to damage sensors, they are less protected somehow
Machinegun one is most safe  I suppose, and now I have  AP ammo for sniper rifle.   
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Voker57 on June 03, 2016, 04:51:20 AM
I updated but somehow reference bookcases still don't link to simple research bench.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Voker57 on June 03, 2016, 05:33:32 AM
Suggestion: did you consider including Deep Storage from MD2 mods? I think it would be really great addition to this mod, it's way less glitchy than that ammo thing currently included and does not involve some space magic like quantum storage.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 03, 2016, 07:14:16 AM
Is the Combat Realism turrets and cannon in this pack? I love those, mainly the browning machine gun.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: NephilimNexus on June 03, 2016, 07:19:14 AM
I was very amused when I saw a hauling bot jump into the seat of an ATV and start driving it around.

Even more impressive is that the bot could still drive it around even after it ran out of fuel.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 03, 2016, 09:33:45 AM
Quote from: florencka on June 03, 2016, 03:05:45 AM
I did a little bit of testing and can confirm that the hauling loop between zones of different priority doesn't seem to be an issue anymore. Hauling with vehicles to containers from Extended Storage mod doesn't work. Is it something that you can and intend to change? I'm using a workaround with a low priority zone next to the containers, so that the last couple of metres are hauled manually, this works fine.

Did they work before? I haven't dealt with them, if they never worked then they must be some special zone beyond the normal zones the hauling code deals with. I may take a look at them, for some reason I thought they were the same as the quantum storage things.

Quote from: zzz1000 on June 03, 2016, 03:20:21 AM
Small video about  tank versus cannon  (Not sure is it ok to post it here )

https://youtu.be/2IgRsTFYxTA
I shoot it from small arms mostly in hope to damage sensors, they are less protected somehow
Machinegun one is most safe  I suppose, and now I have  AP ammo for sniper rifle.   

The ghost in the shell reference made me lol. That's a good vid, glad to see the cannon takes some time to do the job. Wish that centipede had a little more sense as far as not trying to shoot the guy it couldn't hit, but he gave a good volley over the top of your embrasures, was a good scene.

Quote from: Voker57 on June 03, 2016, 04:51:20 AM
I updated but somehow reference bookcases still don't link to simple research bench.

On first release I had bookcase as the required building listed for some research on accident, but I think reference bookcases always linked to research benches. The regular bookcase will not. It should show the placeworker (the line connecting to it) when you go to build the reference bookcase. This works for me on new colonies and older saves. If it's not working for you, godmode in a new research bench and see if the reference bookcase can link to it then.

Quote from: Voker57 on June 03, 2016, 05:33:32 AM
Suggestion: did you consider including Deep Storage from MD2 mods? I think it would be really great addition to this mod, it's way less glitchy than that ammo thing currently included and does not involve some space magic like quantum storage.

Ah cool, I thought those worked the same way as the quantum storage. I'll take a look at using them then.

Quote from: Prismaa on June 03, 2016, 07:14:16 AM
Is the Combat Realism turrets and cannon in this pack? I love those, mainly the browning machine gun.

CR defense is in here. I put an actual browning in from another mod, not sure if you mean one that looks like a browning in CR. The cannon is my own creation, but I'm assuming you mean a different turret; whichever ones are in CR defense are in here. If you mean some other mod, let me know.

Quote from: NephilimNexus on June 03, 2016, 07:19:14 AM
I was very amused when I saw a hauling bot jump into the seat of an ATV and start driving it around.

Even more impressive is that the bot could still drive it around even after it ran out of fuel.

Yeah someone else mentioned hauling bots driving vehicles and I figured it was a "feature." I can remove this "feature" pretty easily I think. But I don't hear people complaining yet.

The bot was needing a recharge or the ATV was out of fuel? Any vehicle is "driveable" at a very low speed when out of fuel, kinda like a pawn getting behind and pushing the vehicle; I mainly did this so that vehicles don't get stranded out the middle of nowhere, but at this point I have a way I could just make them undriveable if that'd be preferable for people.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 03, 2016, 09:46:57 AM
Just love how the CR cannon looks like, might not have went too far in research, but there is two cannons in this modpack? CR and your? or only your cannon?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 03, 2016, 09:58:53 AM
Quote from: Prismaa on June 03, 2016, 09:46:57 AM
Just love how the CR cannon looks like, might not have went too far in research, but there is two cannons in this modpack? CR and your? or only your cannon?

Oh, he renamed it flak turret in the game, didn't know what you meant. It's in here, and still looking good.

My own cannon is an old-style pirate ship cannon-thingy.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 03, 2016, 10:34:19 AM
Hmm this would be nice in this pack https://ludeon.com/forums/index.php?topic=20530.0 (Beautiful Wood Floors), aka adds +2 beauty on wood floors, by default they give 0 beauty, in my mind wood floors are best looking ones :P
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 03, 2016, 11:26:35 AM
Quote from: Prismaa on June 03, 2016, 10:34:19 AMby default they give 0 beauty

I'd never even looked at that, I assumed they'd have some beauty.

I've tweaked them vs. carpet, will be in whenever I update next. Carpet has 1 instead of 2 (IRL I hate carpet), take less cloth but no real work as normal, wood floors have 2 but are slower to build (same as stone tile now) and take 4 wood instead of 3. Probably too close to that mod not to credit the author, so credit goes to him (gotta revise my credits post, it has reached the max character count) but for now I'm just going to attach this if anyone wants it. Put it in ARBRealisticResearch\Defs\TerrainDefs\



[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 03, 2016, 12:34:53 PM
Hmm using Jack (nice) and on rough, seems to send me raids pretty much daily xD But usually like 2-3 enemies only
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 03, 2016, 01:12:59 PM
Quote from: Prismaa on June 03, 2016, 12:34:53 PM
Hmm using Jack (nice) and on rough, seems to send me raids pretty much daily xD But usually like 2-3 enemies only

I bumped jack nice up to normal incidents/day for Randy Random, which is 1.45, about average. The percentages for negative events are the same. The nice reduces the amount of raiders. But generally it should average out to about 20% bad stuff, and not all of that raids. Hopefully the random number generator will leave you alone for a few days.

If people find that they liked the reduced amount of events (1 a day) I can try that again. But it was sorta boring.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 03, 2016, 01:19:43 PM
Quote from: jackarbiter on June 03, 2016, 01:12:59 PM
Quote from: Prismaa on June 03, 2016, 12:34:53 PM
Hmm using Jack (nice) and on rough, seems to send me raids pretty much daily xD But usually like 2-3 enemies only

I bumped jack nice up to normal incidents/day for Randy Random, which is 1.45, about average. The percentages for negative events are the same. The nice reduces the amount of raiders. But generally it should average out to about 20% bad stuff, and not all of that raids. Hopefully the random number generator will leave you alone for a few days.

If people find that they liked the reduced amount of events (1 a day) I can try that again. But it was sorta boring.
Well now it's been few days and no raids :v Also I always forget to add stonecutting tweaks mod D:. Hmm damn I used to have one mod I used, that added some new nice wooden floors and stuff like stone slab/tile/random tile floors, but I forgot what mods adds those.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: florencka on June 03, 2016, 04:44:55 PM
Quote from: jackarbiter on June 03, 2016, 09:33:45 AM
Quote from: florencka on June 03, 2016, 03:05:45 AM
I did a little bit of testing and can confirm that the hauling loop between zones of different priority doesn't seem to be an issue anymore. Hauling with vehicles to containers from Extended Storage mod doesn't work. Is it something that you can and intend to change? I'm using a workaround with a low priority zone next to the containers, so that the last couple of metres are hauled manually, this works fine.

Did they work before? I haven't dealt with them, if they never worked then they must be some special zone beyond the normal zones the hauling code deals with. I may take a look at them, for some reason I thought they were the same as the quantum storage things.


It would be great! I don't think they worked before, but the hauling loop bug was so bad for me before this update that it's really hard to tell.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 03, 2016, 08:35:02 PM
Now that's what I like. Really quick bugfixing. I've been watching my Pawns using carts and vehicles and there is no hauling loop compared to previous similar situations so kudos for solving that. :)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: herrcaptain on June 03, 2016, 09:44:52 PM
While there's talk of bots doing funny things (like driving vehicles) last night (still on 0.05) I witnessed my cleaning bot insult a colonist. It was the town jerk who was always picking fights, but thankfully this didn't manage to set her off.

Not sure if this is a bug or a feature, but I personally loved it.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Bonkus72 on June 03, 2016, 10:47:31 PM
Had what i assume is a bug with a fuse.  had a makeshift fuse connected to the only 3 batteries I had, and got the Zzzzt event WITH an explosion/fire from 1900W of stored energy.  Played with the fuse mod before arbitration and had plenty of those events, but all it did then was damage the fuse.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 03, 2016, 11:28:42 PM
Quote from: Grogfeld on June 03, 2016, 08:35:02 PM
Now that's what I like. Really quick bugfixing. I've been watching my Pawns using carts and vehicles and there is no hauling loop compared to previous similar situations so kudos for solving that. :)

Good to know, and thanks for all your work testing and reporting. :)

Quote from: Bonkus72 on June 03, 2016, 10:47:31 PM
Had what i assume is a bug with a fuse.  had a makeshift fuse connected to the only 3 batteries I had, and got the Zzzzt event WITH an explosion/fire from 1900W of stored energy.  Played with the fuse mod before arbitration and had plenty of those events, but all it did then was damage the fuse.

(EDIT)
Apparently this is a known issue with the fuse mod.  (https://ludeon.com/forums/index.php?topic=11272.msg221951#msg221951)One poster said he had to relocate his fuses to get them to work in a prior version.

Quote from: herrcaptain on June 03, 2016, 09:44:52 PM
While there's talk of bots doing funny things (like driving vehicles) last night (still on 0.05) I witnessed my cleaning bot insult a colonist. It was the town jerk who was always picking fights, but thankfully this didn't manage to set her off.

Not sure if this is a bug or a feature, but I personally loved it.

Lol, well I don't know if it's a feature but that's something that would probably happen on vanilla with the robots mod; it'd probably take an intrusive override to avoid, and probably isn't worth it.

(https://digixav.files.wordpress.com/2012/05/tortoise-shaped-robot.jpg)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: herrcaptain on June 04, 2016, 12:18:52 AM
QuoteLol, well I don't know if it's a feature but that's something that would probably happen on vanilla with the robots mod; it'd probably take an intrusive override to avoid, and probably isn't worth it.

I totally agree that it's not worth it. I love that it happened. I like to imagine that the cleaning bot was having an existential crisis and took it out on its master.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 04, 2016, 04:39:17 AM
Quote from: herrcaptain on June 03, 2016, 09:44:52 PM
While there's talk of bots doing funny things (like driving vehicles) last night (still on 0.05) I witnessed my cleaning bot insult a colonist. It was the town jerk who was always picking fights, but thankfully this didn't manage to set her off.

Not sure if this is a bug or a feature, but I personally loved it.

Yes, It's something with vanilla, that causes this behavior. But I think it could be avoided with setting talking stat on 0 like when you use"silent jaw" from EPOE on abrasive pawn (if bots have such a stat). Once, I had a fight ,bot vs my Hunter, RIP Cleaning Bot 13, and then my artista painted a nice piece of art with this situation. There was a report of a flirting bot so this coin have two sides ;). I think that it's an great addition that makes them like Star Wars bots.

Quote from: jackarbiter on June 03, 2016, 11:28:42 PM
Good to know, and thanks for all your work testing and reporting. :)

Glad I could help.

Now, I'm getting back to my fortress. :)

EDIT: About hauling with vehicles, you can ride ATV even without fuel, and i noticed that, from time to time, pawns take only one type of items even if there are many things to haul. But then it could be related to other mod that I'm using where it add another job and designation for hauling (HaulPriority) so that could mess with it.

EDIT2: Weird bug from CR. Sieges are broken, 12 mortars just dropped with enemy but only small textures are present, nothing to select. I remember one report, with ammo that behave same way, on CR topic.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 04, 2016, 08:18:43 AM
Quote from: Grogfeld on June 04, 2016, 04:39:17 AM
Quote from: herrcaptain on June 03, 2016, 09:44:52 PM
While there's talk of bots doing funny things (like driving vehicles) last night (still on 0.05) I witnessed my cleaning bot insult a colonist. It was the town jerk who was always picking fights, but thankfully this didn't manage to set her off.

Not sure if this is a bug or a feature, but I personally loved it.

Yes, It's something with vanilla, that causes this behavior. But I think it could be avoided with setting talking stat on 0 like when you use"silent jaw" from EPOE on abrasive pawn (if bots have such a stat). Once, I had a fight ,bot vs my Hunter, RIP Cleaning Bot 13, and then my artista painted a nice piece of art with this situation. There was a report of a flirting bot so this coin have two sides ;). I think that it's an great addition that makes them like Star Wars bots.

Quote from: jackarbiter on June 03, 2016, 11:28:42 PM
Good to know, and thanks for all your work testing and reporting. :)

Glad I could help.

Now, I'm getting back to my fortress. :)

EDIT: About hauling with vehicles, you can ride ATV even without fuel, and i noticed that, from time to time, pawns take only one type of items even if there are many things to haul. But then it could be related to other mod that I'm using where it add another job and designation for hauling (HaulPriority) so that could mess with it.

EDIT2: Weird bug from CR. Sieges are broken, 12 mortars just dropped with enemy but only small textures are present, nothing to select. I remember one report, with ammo that behave same way, on CR topic.

I noticed that Siege but too, think its related to CR, not sure, I had it on other modpacks too, like.. there is random weapon "icons/sprite" on ground and if you hover cursor over them it says "mortar" on them but you can't click or anything on them.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 04, 2016, 08:46:44 AM
Yes, that's what I was talking about. 12 mortar sprites and only 10 pawns :D Strange and somehow annoying not to see full of potential.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 04, 2016, 09:04:04 AM
Oh and Bulk Meals would be nice addition https://ludeon.com/forums/index.php?topic=11155.0 :P
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: AllenWL on June 04, 2016, 09:49:22 AM
Just tried out the mod. It's rather research-heavy isn't it? Not that that's a bad thing, but I feel like a bit more extremely-early things could be research-free.
Also, there are some 'quirks' so to speak with research, like being able to research hops and cotton before being able to brew or make cloth, or unlocking windows, which need stone bricks before you even have stonecutting.

Also, fences seems to support a roof when near solid walls, and the fence gate looks funny when sideways.

Otherwise, pretty enjoyable.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: florencka on June 04, 2016, 12:06:04 PM
Quote from: AllenWL on June 04, 2016, 09:49:22 AM
Just tried out the mod. It's rather research-heavy isn't it? Not that that's a bad thing, but I feel like a bit more extremely-early things could be research-free.
Also, there are some 'quirks' so to speak with research, like being able to research hops and cotton before being able to brew or make cloth, or unlocking windows, which need stone bricks before you even have stonecutting.

I think it's absolutely valid, since you might need to use the short growing period and store hops and cotton to process it later when you cannot grow it. As for the stone bricks you can salvage them from the structures on the map pretty easily before you can make them yourself.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 04, 2016, 01:26:27 PM
Quote from: florencka on June 04, 2016, 12:06:04 PM
Quote from: AllenWL on June 04, 2016, 09:49:22 AM
Just tried out the mod. It's rather research-heavy isn't it? Not that that's a bad thing, but I feel like a bit more extremely-early things could be research-free.
Also, there are some 'quirks' so to speak with research, like being able to research hops and cotton before being able to brew or make cloth, or unlocking windows, which need stone bricks before you even have stonecutting.

I think it's absolutely valid, since you might need to use the short growing period and store hops and cotton to process it later when you cannot grow it. As for the stone bricks you can salvage them from the structures on the map pretty easily before you can make them yourself.

Also you don't have to use cotton or hops, you can plant and sell later to trader. I like this idea.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 04, 2016, 01:30:34 PM
Quote from: AllenWL on June 04, 2016, 09:49:22 AM
Just tried out the mod. It's rather research-heavy isn't it? Not that that's a bad thing, but I feel like a bit more extremely-early things could be research-free.
Also, there are some 'quirks' so to speak with research, like being able to research hops and cotton before being able to brew or make cloth, or unlocking windows, which need stone bricks before you even have stonecutting.

Also, fences seems to support a roof when near solid walls, and the fence gate looks funny when sideways.

Otherwise, pretty enjoyable.

The beginning researches are pretty fast; I don't think of it as "how do chairs work?" but instead "what is the best way to conduct woodworking to build a chair?" i.e. how do I bore holes in wood without splitting it, what is the best way to create joints, etc.

I don't know if I like how I did the plant researches really, but any way I did them, they would be separate from their own processing.

I know about the fences, those are how the game works with the fences and roofs unfortunately, and I think the fence mods all have the wierd look for gates sometimes. I was able to create a large porch area myself using fences and supports, and vehicles tend to get parked under roofs so I think there is a bit of a trade-off, but it is a little wierd that it is considered "inside."

I didn't want to add sand or glassmaking and requiring only metal for windows wierded me out so I went with blocks for windows as a compromise; you can get blocks pretty easily as florencka says. But yeah I didn't think about the way the research would look when I added blocks to the window ingredients the other day. Honestly at some point I may go with a sand/glass/silica route for glass for windows, lights, and then computers... taking opinions on whether to do this. I know some people wouldn't mind but I'm trying to avoid too many new resources. Maybe sand would be ground from stone chunks and not a new map resource, and used in the components recipe since component making may be a little too easy in this mod.

Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 04, 2016, 01:54:01 PM
Quote from: jackarbiter on June 04, 2016, 01:30:34 PM

I know about the fences, those are how the game works with the fences and roofs unfortunately, and I think the fence mods all have the wierd look for gates sometimes. I was able to create a large porch area myself using fences and supports, and vehicles tend to get parked under roofs so I think there is a bit of a trade-off, but it is a little wierd that it is considered "inside."

Have you tried with making it as something similar to parapets but with very high walking penalty? That way critters wouldn't try to go inside area because of speed, and it wouldn't be considered as indoor area.

Quote from: jackarbiter on June 04, 2016, 01:30:34 PM
I didn't want to add sand or glassmaking and requiring only metal for windows wierded me out so I went with blocks for windows as a compromise; you can get blocks pretty easily as florencka says. But yeah I didn't think about the way the research would look when I added blocks to the window ingredients the other day. Honestly at some point I may go with a sand/glass/silica route for glass for windows, lights, and then computers... taking opinions on whether to do this. I know some people wouldn't mind but I'm trying to avoid too many new resources. Maybe sand would be ground from stone chunks and not a new map resource, and used in the components recipe since component making may be a little too easy in this mod.

It depend in which direction do you want to go. If you want a big chain of production where everything need something to be processed, and that product need to be processed as well on a different workbench then it's OK to add sand and glass to mod. It would be similar to Hardcore SK style. If you want to be simple without many steps in production then adding sand/glass could collide with that style. Both options don't exclude any number of addons to game it just a matter of wide vs deep chain of production. Your call, I can play both styles.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 04, 2016, 04:25:36 PM
Quote from: Grogfeld on June 04, 2016, 01:54:01 PM
Have you tried with making it as something similar to parapets but with very high walking penalty? That way critters wouldn't try to go inside area because of speed, and it wouldn't be considered as indoor area.

Actually that reminds me, I meant to adjust the earth rampart and others, and this is a good idea to look into.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Voker57 on June 05, 2016, 06:41:42 AM
Bug: installing a prosthetic arm on pawn with arm torn off results in extra human arm in storage.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Prismaa on June 05, 2016, 06:48:49 AM
Welp, this is gonna take for while xD My max cooking atm is 2.. and making paper needs 5.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 05, 2016, 10:30:27 AM
Quote from: Prismaa on June 05, 2016, 06:48:49 AM
Welp, this is gonna take for while xD My max cooking atm is 2.. and making paper needs 5.

You don't need to eat paper to get your Pawns vomiting all over the place, with this cooking skill ;)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Voker57 on June 05, 2016, 01:23:00 PM
Hauling w/vehicles does not check if target stockpile can accomodate all the goods: they get spilled around, and this has at least 2 problems:

1. If it's a nutrient synth hopper in prisoner room, overflowing stuff doesn't get hauled back and rapidly accumulates.

2. If there's neighboring stockpile that accepts the same goods, hauling loop is created.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 06, 2016, 12:38:50 AM
Quote from: Voker57 on June 05, 2016, 06:41:42 AM
Bug: installing a prosthetic arm on pawn with arm torn off results in extra human arm in storage.

Yeah bug exists in either EPOE or de-surgeries. If they don't fix it I will look into it. I remember reading about it.

Quote from: Voker57 on June 05, 2016, 01:23:00 PM
Hauling w/vehicles does not check if target stockpile can accomodate all the goods: they get spilled around, and this has at least 2 problems:

1. If it's a nutrient synth hopper in prisoner room, overflowing stuff doesn't get hauled back and rapidly accumulates.

2. If there's neighboring stockpile that accepts the same goods, hauling loop is created.

There are still some issues with hauling, mainly for 1-tile stockpiles. I still have to see if I can't fix the minor loops that get created, the code is checking if the things need hauling using the base game code but it does seem to have issues. I think I have a way to address this.

Out of town, it will be midweek before I can work on this; hopefully you will find it is in a playable state. I played some over the weekend and encountered some minor stuff like ai turrets unlocking too early and still some minor vehicle stuff, but things mostly worked out.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: CrownBee on June 06, 2016, 09:28:44 PM
Thank you so much for making this mod, it's superb!

My first suggestion would be to add the ability to smelt old ammo back into metal in bulk. My guys will spend forever smelting 1 arrow into 1 steel over and over...
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 07, 2016, 08:13:34 AM
Quote from: CrownBee on June 06, 2016, 09:28:44 PM
Thank you so much for making this mod, it's superb!

My first suggestion would be to add the ability to smelt old ammo back into metal in bulk. My guys will spend forever smelting 1 arrow into 1 steel over and over...

Wait you're saying that 1 arrow = 1 steel hmmm that's infinite source of steel! That's OP.

OK now you have even more OP option. Smelting only ammo x10 and give you 10 steel, with halve of required work. Just extract and copy to mod folder after ARR mod.


[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: nakie on June 07, 2016, 02:51:57 PM
Hi. I really love your mod :) I specially love the writing system and the boomalope tweak.

Some things:

- Bots drive around vehicles. And when they go charge in their stations with the vehicle still in tow it gives me unlimited exceptions until I manually unmount the vehicle.

- Traders spawn with their goods stored in their own pockets instead of in the cart they're pulling which reduces their speed quite abit according to the tooltip. Is this intended?

- Siege raids are useless atm. Raiders spawn without any tools so it takes them forever to build sandbags and stuff. It takes them about half a day to build a single sandbag tile.

- Also, just my opinion, tools are very wood extensive right now. I tried playing on a desert map, and between making tools, the non-optional wood-using benches, beds(all version uses wood in this mod) and fueling my early food processors and stuff I find myself constantly out of wood. Considering how important they are in this mod, would you consider lowering the wood cost of tools? It might make playing in certain biomes abit more forgiving specially when using Jack Arbiter storyteller(more pawn = more tool/bed = more wood drain).

- Last minor one, but I noticed a typo(technically). On the info on stone walls it states that they're "the only inflammable wall". It should be "uninflammable" :p (https://youtu.be/Q8mD2hsxrhQ). BTW, are they really the only uninflammable wall? Can the framed ones catch fire? Their flammability is set at 0% though?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: CrownBee on June 07, 2016, 06:30:07 PM
My comments fall into a few categories:

Mod compatibility:

Strange behaviors with this mod:
Tweaks / Wishlist

Let me end by saying again how much I enjoy this mod!

I would be happy to help collaborate on some of this stuff it that is possible - I could standardize the gun text and add what ammo is usable if you let me know what format to use!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: LetheNyx on June 07, 2016, 06:48:49 PM
Quote from: CrownBee on June 07, 2016, 06:30:07 PM
My comments fall into a few categories:

Mod compatibility:

  • The hospitality update actually messed up this mod for me. Not sure why, but now all the visitors exit as normal, but "go missing in my territory". I didn't get this with 13, but now I'm getting it with 13b. I'm going to try reverting to 13 and see if that fixes my issue.

That actually has nothing to do with this mod, its just the hospitality mod because he changed the way chiefs get angry and its no longer dependent on them just "leaving your territory" a BUNCH of people have mentioned it over there.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 08, 2016, 05:31:02 AM
Quote from: CrownBee on June 07, 2016, 06:30:07 PM
snip, snip

1. Problem with hospitality, wait for Orion to make another patch. Revert Hospitality to 11 or so version or take the punishment for "FUN" ;)
2. If by scared you mean vanilla behavior then it's vanilla problem, if you are talking about suppression mechanics then its related to CR (Combat Realism mod). There is no support from original CR developer so probably no solution for this, except maybe someone will cut this option from CR.
3. If you want to take something from ammo storage you need to make it to dispense not receive, then this ammo you choose will show on top of the ammo storage. there are 2 buttons one is to switch from ammo types the next is to make it to receive, dispense and do nothing.

Your Tweaks/Wishlist:
1. I thought that there is option to reclaim fabric in one option for all clothing, are you referring the old system? (see patch notes)
2. Ammo types in weapons description would be great it's not a big problem but still it would help a lot new players that are using CR. So it's actually  another issue for CR topic. Try maybe there. OR you could make it and post changes in attachment as a "patch" I would use it :). But remember to make changes in separate mod folder.
3. For ammo smelting try "my mod to this mod" it's in attachment few post earlier (yes I'm lazy and I name it "a") It gives another option in Electric smelter for ammo and it smelt 2x times faster. It smelts 10 ammo and give 10 steel.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 08, 2016, 05:39:34 PM
Quote from: nakie on June 07, 2016, 02:51:57 PM
Hi. I really love your mod :) I specially love the writing system and the boomalope tweak.

...

Some things:

1. Bots drive around vehicles. And when they go charge in their stations with the vehicle still in tow it gives me unlimited exceptions until I manually unmount the vehicle.

2. Traders spawn with their goods stored in their own pockets instead of in the cart they're pulling which reduces their speed quite abit according to the tooltip. Is this intended?

3. Siege raids are useless atm. Raiders spawn without any tools so it takes them forever to build sandbags and stuff. It takes them about half a day to build a single sandbag tile.

4. Also, just my opinion, tools are very wood extensive right now. I tried playing on a desert map, and between making tools, the non-optional wood-using benches, beds(all version uses wood in this mod) and fueling my early food processors and stuff I find myself constantly out of wood. Considering how important they are in this mod, would you consider lowering the wood cost of tools? It might make playing in certain biomes abit more forgiving specially when using Jack Arbiter storyteller(more pawn = more tool/bed = more wood drain).

5. Last minor one, but I noticed a typo(technically). On the info on stone walls it states that they're "the only inflammable wall". It should be "uninflammable" :p (https://youtu.be/Q8mD2hsxrhQ). BTW, are they really the only uninflammable wall? Can the framed ones catch fire? Their flammability is set at 0% though?

Thanks! Those are two of my favorite things as well. Both just random ideas, but they turned out alright.

...

1. Oops. Looks like I have to fix hauling bots driving after all. Dammit.

2. I can't adjust how their inventory spawns or how their inventory is traded without invasive detours and getting complicated. As it is now, despite what any tooltip says their speed is reduced by whatever cart they spawn with and this avoids any actual inventory speed reduction (because they are attached to a vehicle). This reduction in speed is roughly equal to the normal reduction in speed of their companions when they spawn in with normal apparel and weapons, so the pack tends to move together. So even though it'd be better if you could see their trade goods in the cart, this would take a lot of work (and might conflict with other mods) and the cart IS actually important to keep their move speed from being impossibly slow.

3. DAMMIT. I'll see what the hell I can do to fix this, raids are annoyingly hard to edit. I can't even make sandbags made of stuff (leather or cloth choice) or the siege will break.

4. All good points, I'll try to make wood a choice in most cases or reduce certain wood costs.

5. I have an undergrad and master's in English, and calling it "inflammable" is a total fail on my part :D And no, they're not the only uninflammable one, I thought regular stone walls had some small amount of flammability but I was wrong. I need to change the description of wood log walls as well, I think the whole "don't transmit electricity" thing was a holdover from an older version of Rimworld - stone walls were my "creation" but wood log walls were someone else's.

Thanks for the feedback.

Quote from: CrownBee on June 07, 2016, 06:30:07 PM
(hauling loop, other discussion)

...

Tweaks / Wishlist

  • I personally would prefer it if robots didn't use ATVs, but I don't mind them using my carts. Both are a little silly - I personally think that robots probably shouldn't be able to use vehicles. If people like the feature, could we get a checkbox on the robots or on the vehicles that is just "allow robot use" or "allow vehicle use"?
  • Most weapons don't list what types of ammo they can shoot. I'm getting better about remembering, but on the first time around, this was really confusing. Can we add a blurb about what ammo each weapon can fire?
  • Similarly, smelting ammo would be way better if handled with a separate task from smelt weapon. Currently, smelting ammo results in x1 of that ammo being smelted down. I think it would be plenty balanced to be able to smelt ammo down by whatever size stack a colonist can carry, and yield 75% (or whatever is standard for deconstructing) of the metal resources that went into that ammo.
  • Finally, several late game objects do not create a "work in progress" item when they are started crafting (skydrill and drill head specifically, may be others). This means that they need to be crafted all in one go (or without any other colonist touching the materials during crafting), which is difficult to do. Also, the skydrill specifically says "crafting personal shield" while being made
...
Let me end by saying again how much I enjoy this mod!
I'll be trying to address the smaller loop problems at some point. The larger hauling loop problem you mention and the breaking down of textiles you mentioned later have already been fixed, I'm assuming you're still using 0.5 instead of 0.6. Grogfeld and LetheNyx have answered a few other points (thanks ya'll), and I'll answer the rest here.

...


...

Thanks :)
And thanks for the feedback.

I'd like to find a better alternative to the ammo storage currently used, but I'm not sure there is one that doesn't require significant development. All the others just seem to increase stack size.

I had some mechanoids spawn in on ATVs the other day. Was not fun. Not sure how to fix without a hacky workaround, I was lucky to get the ATVs to work at all for raids and I have limited control over what happens there. Obviously I can make the mechanoids unable to ride them, but then there are 3 or 4 free ATVs sitting there. Will probably have to have them destroyed if being ridden my a mechanoid, but still that's real hacky.

I'll be working on this tonight (well, maybe) and tomorrow night, so if there are more things bugging anyone or not working right, now is the time to let me know.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 09, 2016, 04:30:49 AM
1. Yea, my small addon was created in haste just to address slow smelting work problem. To get any other resource without altering source code, you would need to add few recipes to workbench, which isn't that bad because there is so little recipes at electric smelter. I could add some recipes by myself and balance out this infinite steel production. So no more steel from stone arrows :P

2. Description doesn't show ammo type if you want to craft a weapon.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: CrownBee on June 11, 2016, 11:31:29 PM
Some more strange behaviors I have found:

There is no benefit to "reclaiming fabric" from any level of tools. The work is performed, but nothing is reclaimed. I'm guessing that's because tools are made of wood + metal. Can we make it so we just get the metal back?

Replacing someones arms with bionics makes them unable to wear tools.

As someone pointed out above, when a siege happens, the raiders really need to spawn with tools.

Is there a way to guarantee that some gold spawns? I found myself mining out an entire mountain while technologically stuck because of a lack of gold for a multi-analyzer. I eventually hit a pocket of gold, which was enough, so maybe this is intended?

There are some discrepancies in the tech tree, especially higher up. For example - computing and advanced computing can be unlocked without display technology. There are also several production benches that unlock too early, but I didn't write them down, so now I can remember which. For advanced bionics, I never got the advanced 3d printer to unlock.

Wishlist: make more than one component at a time with the 3d printer. Maybe unlocked at a higher level of tech? Last time I ran into a wall with components, this time I ran into so many machinery pockets I was able to build the 3d printer no problem. There are some benefits to mining out a mountain.

Also, space traders are very few and far between. This makes the hyperspace transponder worth the energy cost, but I get maybe 1 space trader / year without it. Is this as intended? Another wishlist item: as soon as the hyperspace transponder is charged, it should call for a ship. Right now, there doesn't seem any point in waiting, as the ship type it calls is random anyway. That would be a great trade-off (and option to be able to choose) - call immediately for a random ship, or re-roll for a random ship every 24 hours until the ship type selected is found and guided in.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Grogfeld on June 12, 2016, 04:48:16 AM
Reclaiming fabric works only on stuff made of stuff ;) Jokes aside, it works only on things that have in name fabric that are made of, for example "cloth parka" will give you cloth. If tools were made of steel (steel tools) then you would get steel from them etc.

I don't remember correctly but on mountain and hilly places there should always be gold on map. Remember that there are always traders ;) and no, space traders showing chance is the same as in vanilla.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: nakie on June 12, 2016, 07:09:27 AM
I don't know how to mod so I don't know how valid this would be, but I have a suggestion regarding wire fences for early game. Can you maybe modify Rikiki's laser mod (https://ludeon.com/forums/index.php?topic=14711.msg153942#msg153942) and turn it into just a wire fence instead of laser? It would be awesome if we can have one where you can even untie the wire to temporarily open the fence, or maybe even a rope fence.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Minnigin on June 13, 2016, 02:38:40 PM
can't build advanced 3d printer, or am I missing something, all research completed
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: nakie on June 13, 2016, 06:08:54 PM
Quote from: Minnigin on June 13, 2016, 02:38:40 PM
can't build advanced 3d printer, or am I missing something, all research completed

The regular printer is the 3D Component Printer. "Advanced 3D Printer" is the Nano Printer and Scanner. You can't build those?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Minnigin on June 13, 2016, 06:18:15 PM
Quote from: nakie on June 13, 2016, 06:08:54 PM
Quote from: Minnigin on June 13, 2016, 02:38:40 PM
can't build advanced 3d printer, or am I missing something, all research completed

The regular printer is the 3D Component Printer. "Advanced 3D Printer" is the Nano Printer and Scanner. You can't build those?

I can but they only "print" things from the scanner, where are the advanced components and advanced bionics?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 13, 2016, 06:41:12 PM
Quote from: Minnigin on June 13, 2016, 06:18:15 PM
Quote from: nakie on June 13, 2016, 06:08:54 PM
Quote from: Minnigin on June 13, 2016, 02:38:40 PM
can't build advanced 3d printer, or am I missing something, all research completed

The regular printer is the 3D Component Printer. "Advanced 3D Printer" is the Nano Printer and Scanner. You can't build those?

I can but they only "print" things from the scanner, where are the advanced components and advanced bionics?

The nanoprinter somehow overrides the changes I made to it, which I missed thus far (it being the last thing to get to, it's the last I tested).

I've got this fixed (the regular 3D component printer will have unlocked recipes when the research is done) along with a dozen other fixes.

I'll be uploading within an hour or so, looking at adding some enhanced energy buildings.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Minnigin on June 13, 2016, 07:12:07 PM
I thought something was up, glad to hear you've got it remedied for the next update, also on a side note sleeping spots give comfort while padded spots do not, renders them useless
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: Astral on June 13, 2016, 07:12:22 PM
I've noted an issue with the advanced energy buildings, in particular fuses and circuit breakers, which don't appear to work as advertised. I have rows of 4 batteries connected to a breaker like so, where B = Battery, C = Circuit Breaker, and I is Conduit:


BBBBC  CBBBB
    I  I
BBBBC  CBBBB


With this being the format of all of my batteries, no battery directly touches a conduit, and they should all run through the breakers. However, if the bzzt event happens, it discharges everything from every battery, and doesn't appear to flip the breakers at all.

Edit: The above may be due to it only working for 3 batteries. I have some further testing to do.

I would also like to see some way to melt down or recover parts from carts, ATVs and trucks, if there isn't already. The biggest annoyance of ATV raiders was having so many of the things stuck around my base.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/02 v0.06
Post by: jackarbiter on June 13, 2016, 08:35:46 PM
Quote from: Minnigin on June 13, 2016, 07:12:07 PM
on a side note sleeping spots give comfort while padded spots do not, renders them useless

Good timing, threw the fix in. Will be updated shortly.

Quote from: Astral on June 13, 2016, 07:12:22 PM
I've noted an issue with the advanced energy buildings, in particular fuses and circuit breakers

According to the original mod author (Ratys, author of RT Fuses) there is some bugginess with them, I linked his quote about this a few pages back. I don't know if it's something like an angled connection problem or what.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Minnigin on June 13, 2016, 09:11:22 PM
just updated and new recipes are there now, but in security tab there's 6 81mm mortars, all the same
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: jackarbiter on June 14, 2016, 01:25:20 AM
Quote from: Minnigin on June 13, 2016, 09:11:22 PM
just updated and new recipes are there now, but in security tab there's 6 81mm mortars, all the same

You can only see those with god mode on. You'll see three 81mm in god mode with just Combat Realism (2 are locked with CCL's research locker, they need to be there to make sieges work in CR) and you'll see 6 with my mod (5 are locked with CCL's research locker, the last 2 are probably unnecessary but I kept them in just in case there was some strange workaround that required them).

CCL's research locker can't keep things hidden in god mode since it works via research and god mode removes research requirements.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Astral on June 14, 2016, 06:51:50 AM
I did notice last night that while steel embrasures worked as advertised, sandstone ones acted as blockers; you could not fire through them at all. Turrets tried to aim and fire, then couldn't find a firing solution, and repeated this until the target left their range.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: jackarbiter on June 14, 2016, 10:34:53 AM
Quote from: Astral on June 14, 2016, 06:51:50 AM
I did notice last night that while steel embrasures worked as advertised, sandstone ones acted as blockers; you could not fire through them at all. Turrets tried to aim and fire, then couldn't find a firing solution, and repeated this until the target left their range.

Embrasures with CR are buggy, it depends on where they're placed in relation to the turret/pawn; a few steps away and they can't be shot through due to the aiming calculations and fillpercent.  At least in all my tests, stone (just tested sandstone specifically) embrasures work fine in relation to any other embrasures.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Astral on June 14, 2016, 05:21:46 PM
Very odd indeed then. I'm currently under attack by 30 odd manhunter wargs so it was a bad time to find out about this sort of bugginess, but any idea why it might end up as the case in the attached screenshot? The only other mod I use (aside from the No Raider ATVs and No Infestation submods included in the main post) is EdB Prepare Carefully, as it can be annoying to start with colonists woefully unprepared, or spending 30 minutes rerolling until you do.

The funny thing is it worked previously when I had a lower tech solution (gatling guns) but after rebuilding it with the sandstone versions and powering to ensure well lit conditions, neither the auto-turrets nor the colonists can fire from behind them.

Edit: A further test revealed that I could have the pawn shoot at the embrasure, and bullets would fly through it hitting the wargs behind them, however turrets are unable to target embrasures as well. Very odd.

Edit2: The "Software" research notes that it unlocks the Power tab; is this supposed to be a new button along the bottom? I don't see it if it is.

[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: LetheNyx on June 14, 2016, 06:31:09 PM
I would love to have Quarry & Cupros' Alloy included in this mod since I can't put them in myself. I wanna make a base out of Rose Gold :3
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: jackarbiter on June 14, 2016, 09:05:03 PM
Quote from: Astral on June 14, 2016, 05:21:46 PM
Very odd indeed then. I'm currently under attack by 30 odd manhunter wargs so it was a bad time to find out about this sort of bugginess, but any idea why it might end up as the case in the attached screenshot?

I would imagine it is because the wargs are lower to the ground, and being just on the other side of the embrasures (which are .73 tall) nothing can aim down enough to hit them.

I know that sounds kinda ludicrous for a 2D game, but combat realism simulates this to that degree; takes into account the pawn height, the height of the target, and anything inbetween, and if it's too low it can't be targeted. Works the same with bunnies on the other side of low buildings, etc.

Quote from: LetheNyx on June 14, 2016, 06:31:09 PM
I would love to have Quarry & Cupros' Alloy included in this mod since I can't put them in myself. I wanna make a base out of Rose Gold :3

Trying to keep this from becoming cluttered with stuff, so I'm avoiding putting a bunch of extras in like alloys and such. Was going to go for the quarry but the deep mine is harder to get and a high research level is justified for it, which is what I was going for.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: LetheNyx on June 14, 2016, 09:09:43 PM
Quote from: jackarbiter on June 14, 2016, 09:05:03 PM
Trying to keep this from becoming cluttered with stuff, so I'm avoiding putting a bunch of extras in like alloys and such. Was going to go for the quarry but the deep mine is harder to get and a high research level is justified for it, which is what I was going for.

Could you maybe talk me through adding it on my own somehow?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: jackarbiter on June 14, 2016, 11:47:22 PM
Quote from: LetheNyx on June 14, 2016, 09:09:43 PM
Quote from: jackarbiter on June 14, 2016, 09:05:03 PM
Trying to keep this from becoming cluttered with stuff, so I'm avoiding putting a bunch of extras in like alloys and such. Was going to go for the quarry but the deep mine is harder to get and a high research level is justified for it, which is what I was going for.

Could you maybe talk me through adding it on my own somehow?

Alloys requires corepanda 13.2, I can't upgrade to 13.2 (13.3 now) without force-adding copper and other things; updated corepanda mods are not compatible with this. I really wanted to maintain compatibility but it was forcing a lot of extra stuff on me. :( I apologize.

I suppose you can try to just use the new corepanda on top of this, along with alloys, much as you would install any mod, and the overrides may work and you'll get copper and such, but it's been a while since I've looked at it and I imagine at least a few things would break since I have some older versions of things in here. You'd probably have to install powerless and some other things on top of this in order to unbreak, say, solar chimneys, and those things wouldn't be in the research tree correctly, but you could resolve that by adding the research requirements in the xml files (like you'd have to add <researchPrerequisites><li>Stonecutting</li></researchPrerequisites> to the solar chimney and such). If you decide to give this a shot and get hung up on a few things you're more than welcome to ask for help in here, I'd like to make your rose gold base come true for you.

In the future I'll likely have to figure out a way to support corepanda to keep up with alpha versions, but I was desperately trying to avoid adding copper to maps, and there was some copper problem that I can't quite recall where the corepanda library was angry that copper was not an available def, etc. etc. I can probably force some workarounds at some point but that'll probably have to wait for alpha 14.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AllenWL on June 15, 2016, 02:58:32 AM
It looks like teenager pawns can't shoot through embrasures, but can still get hit?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: jackarbiter on June 15, 2016, 05:15:43 PM
Quote from: AllenWL on June 15, 2016, 02:58:32 AM
It looks like teenager pawns can't shoot through embrasures, but can still get hit?

Epic. Well I have tweaked some CR code for this already when it came to vehicles, it looks like there are a few issues I can fix for embrasures.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: CrownBee on June 15, 2016, 09:41:24 PM
I've noticed some issues with the tech tree. It's so complicated I made a better diagram to show dependencies and costs, as well as spreadsheet to make notes:

Research tree as a PDF:
https://drive.google.com/file/d/0B7EZO5VMA-sdT1llWEpGdXk1NXc/view?usp=sharing (https://drive.google.com/file/d/0B7EZO5VMA-sdT1llWEpGdXk1NXc/view?usp=sharing)

Research spreadsheet:
https://docs.google.com/spreadsheets/d/1jX0kT7oQq6cieFMlB9jWjRRoWSsxa5HzErcDNGag-8o/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1jX0kT7oQq6cieFMlB9jWjRRoWSsxa5HzErcDNGag-8o/edit?usp=sharing)

My suggestions follow some themes:

I love the marathon game feel, so I would like to accentuate that more. I think that reference books should not be able to be written by the colonists (they should represent outside knowledge). This will stall the tech growth in the Industrial Revolution / Cowboy Era until enough books can be accumulated.

After that, I think the next hurtle should be getting beyond the "modern" era. I think a multi-analyzer should take plasteel, silver and an AI core. The key ingredient is the AI core, which represents  the supercomputer that the colonists are using to aid them with their research.

In the research tree, I showed the different eras so that I could visualize their costs and research requirements. The only exception is Computing, which can't require an advanced research bench (which it unlocks). I also suggested moving some techs & renaming them. If there is interest, I will update my diagram to continue to show the current tree.

Jack, I hope you will take this with the spirit of cooperation with which I wrote it. I'm not trying to tell you how you should write your mod - I would love to help you iron out the bugs, streamline the process, and increase the game balance at each research level!

I'm also happy to help you with tech descriptions at each level so that they have a standardized layout / info. Let me know what would be the best way to go about this if you are interested.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AllenWL on June 16, 2016, 06:16:15 AM
I noticed something when starting a new game. The 'foundations' research says 'unlocks beds', but it doesn't. Not for me anyways.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on June 16, 2016, 08:12:40 AM
Quote from: CrownBee on June 15, 2016, 09:41:24 PM
I love the marathon game feel, so I would like to accentuate that more. I think that reference books should not be able to be written by the colonists (they should represent outside knowledge). This will stall the tech growth in the Industrial Revolution / Cowboy Era until enough books can be accumulated.

It is interesting but there are some issues. For example how get this books? If by trader then it should be really rare and only one at a time. But then you could be doomed by RNGod. It could be triggered by events. I actually thought about it recently and with Miscellaneous mod from Haplo there is an event called rumors with outside map investigation. It could help to create an event where you could get reference books from this investigations and then write a book to summarize its knowledge and create different book stands as requirement for different techs. Actually, Jack, you could add it and just change rumors rewards, settings are in XML so no code changing.

Rimworld isn't about researching new stuff and technologies but to adapt to new environment, survive and this mod in some areas makes me feel that it goes in this direction.

I really like how Jack makes this mod. Every time I'm playing I get new story.

Well that's my 2 cents (or 2 grosze in Poland).
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 16, 2016, 09:52:14 AM
I started a new game with A13 after some time and some mods including this one. I seem to have ammo now. And stone arrows for example. The problem is, that my colonists seem not to know how to use them. Is there a trick (maybe a quiver etc)? They just go hunting for example with the short bow and leave the arrows on the stockpile..
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on June 16, 2016, 10:20:03 AM
Quote from: Sieppo on June 16, 2016, 09:52:14 AM
I started a new game with A13 after some time and some mods including this one. I seem to have ammo now. And stone arrows for example. The problem is, that my colonists seem not to know how to use them. Is there a trick (maybe a quiver etc)? They just go hunting for example with the short bow and leave the arrows on the stockpile..

Ammo is from CR (Combat Realism) for more help go to CR topic ( here a good tutorial https://ludeon.com/forums/index.php?topic=9759.msg225423#msg225423 ) but to use ammo you must create loadout. It's in tab where you can make outfit for your colonists. There you can specify for example"hunter" and give him short bow and few arrows and he'll pick it by himself and refill when he needs it. For default loadout you have "Nothing". Pawn will carry everything what you will order him but when you create new loadout and assign it to someone, he will drop on the ground everything that's not in loadout table. REMEMBER: Don't mess with "Nothing" one because you can see bugs, or destroy your save files. 
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 16, 2016, 02:48:31 PM
Thanks for the answer! I did not install combat realism. As far as I remember (the game is on my other computer, cannot check now). Are you sure it's not partly a part of this mod? I found about the loadout with searching but it did not work. The colonists did not pick up any ammo regardless of loadout. The mod-combination must be broken somehow :/..

Part of this mods description:

"Combat realism: All the buildings ported over to inherit the damage values from CR, all the weapons and turrets ported over (all the turrets are craftable and minifiable, and have to be placed, and you can take your cannon and your gatling gun over to the ongoing siege and give 'em hell), boomalopes now drop chemical sacs that ignite at 21 degrees and ultimately explode, keeping the vanilla threat while providing you with a source of FSX if you can get the sacs, there are bunches of new ammo, etc. etc."
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on June 16, 2016, 03:36:33 PM
Quote from: Sieppo on June 16, 2016, 02:48:31 PM
Thanks for the answer! I did not install combat realism. As far as I remember (the game is on my other computer, cannot check now). Are you sure it's not partly a part of this mod? I found about the loadout with searching but it did not work. The colonists did not pick up any ammo regardless of loadout. The mod-combination must be broken somehow :/..

Part of this mods description:

"Combat realism: All the buildings ported over to inherit the damage values from CR, all the weapons and turrets ported over (all the turrets are craftable and minifiable, and have to be placed, and you can take your cannon and your gatling gun over to the ongoing siege and give 'em hell), boomalopes now drop chemical sacs that ignite at 21 degrees and ultimately explode, keeping the vanilla threat while providing you with a source of FSX if you can get the sacs, there are bunches of new ammo, etc. etc."

I believe Combat Realism has been integrated into this mod, at least a portion of it. You do not need to add it separately, nor do I think you can without running into problems.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 16, 2016, 04:16:47 PM
I also noticed that some weapons show the box for ammunition next "draft" and some not.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on June 16, 2016, 04:18:19 PM
Quote from: Sieppo on June 16, 2016, 04:16:47 PM
I also noticed that some weapons show the box for ammunition next "draft" and some not.

Hmm, is it possible things with only one shot per reload don't show that? Seem to recall something like that.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on June 16, 2016, 05:09:12 PM
Quote from: Sieppo on June 16, 2016, 02:48:31 PM
Thanks for the answer! I did not install combat realism. As far as I remember (the game is on my other computer, cannot check now). Are you sure it's not partly a part of this mod? I found about the loadout with searching but it did not work. The colonists did not pick up any ammo regardless of loadout. The mod-combination must be broken somehow :/..

CR is in this modpack. Jack, just integrated every mod he wanted into one folder, you can see this in assemblies folder, there are all .dll files from different mods also first page has BIG FAT WOT (wall of text ;)) with description of every changes to integrated mods.

For me loadouts work really well, have you make them with tutorial from post I pointed out? Pawns do take stuff if they aren't draft. Draft, basically, is manual control over colonist so they do EVERYTHING that you say to them, except when they are suppressed and searching for cover and run in front of the bunker ;)

Quote from: Sieppo on June 16, 2016, 04:16:47 PM
I also noticed that some weapons show the box for ammunition next "draft" and some not.

Could you tell which one? Bows and other one-shoot weapons doesn't have this texture.

Basically, this mod should be played as it is delivered so if you're using other mods there could be problems.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Minnigin on June 16, 2016, 06:02:33 PM
can I recommend a mod to add? Extended Storage by Skullywag, it's a great storage mod and isn't as flashy as quantums
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 17, 2016, 03:46:23 AM
Quote from: Grogfeld on June 16, 2016, 05:09:12 PM
Quote from: Sieppo on June 16, 2016, 02:48:31 PM
Thanks for the answer! I did not install combat realism. As far as I remember (the game is on my other computer, cannot check now). Are you sure it's not partly a part of this mod? I found about the loadout with searching but it did not work. The colonists did not pick up any ammo regardless of loadout. The mod-combination must be broken somehow :/..

CR is in this modpack. Jack, just integrated every mod he wanted into one folder, you can see this in assemblies folder, there are all .dll files from different mods also first page has BIG FAT WOT (wall of text ;)) with description of every changes to integrated mods.

For me loadouts work really well, have you make them with tutorial from post I pointed out? Pawns do take stuff if they aren't draft. Draft, basically, is manual control over colonist so they do EVERYTHING that you say to them, except when they are suppressed and searching for cover and run in front of the bunker ;)

Quote from: Sieppo on June 16, 2016, 04:16:47 PM
I also noticed that some weapons show the box for ammunition next "draft" and some not.

Could you tell which one? Bows and other one-shoot weapons doesn't have this texture.

Basically, this mod should be played as it is delivered so if you're using other mods there could be problems.

Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.

EDITEDIT: I added another picture of what seems to be a some kind of error with a colonist that arrived. Its about loadout - Loadout generator.

[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: nakie on June 17, 2016, 03:55:37 AM
Quote from: Sieppo on June 17, 2016, 03:46:23 AM
Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.
When you installed the mod, did you restart the game before making a new world? That's important. If you don't CR does alot of weird stuff just like the one you're describing.

EDIT: Also are you using the CR-compatible version of Rimfire?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 17, 2016, 04:05:52 AM
Quote from: nakie on June 17, 2016, 03:55:37 AM
Quote from: Sieppo on June 17, 2016, 03:46:23 AM
Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.
When you installed that mod, did you restart the game before making a new world? That's important. If you don't CR does alot of weird stuff just like the one you're describing.

EDIT: Also are you using the CR-compatible version of Rimfire?

Probably no and no (did not know CR was part of this mod) :D. Thanks for the hints! Will make a new world..
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 17, 2016, 04:13:43 AM
Quote from: Sieppo on June 17, 2016, 04:05:52 AM
Quote from: nakie on June 17, 2016, 03:55:37 AM
Quote from: Sieppo on June 17, 2016, 03:46:23 AM
Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.
When you installed that mod, did you restart the game before making a new world? That's important. If you don't CR does alot of weird stuff just like the one you're describing.

EDIT: Also are you using the CR-compatible version of Rimfire?

Probably no and no (did not know CR was part of this mod) :D. Thanks for the hints! Will make a new world..

Oh snap, now no world can be created. It just brings it back to the screen with the generate-button :((..
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: nakie on June 17, 2016, 04:34:11 AM
Quote from: Sieppo on June 17, 2016, 04:13:43 AM
Quote from: Sieppo on June 17, 2016, 04:05:52 AM
Quote from: nakie on June 17, 2016, 03:55:37 AM
Quote from: Sieppo on June 17, 2016, 03:46:23 AM
Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.
When you installed that mod, did you restart the game before making a new world? That's important. If you don't CR does alot of weird stuff just like the one you're describing.

EDIT: Also are you using the CR-compatible version of Rimfire?

Probably no and no (did not know CR was part of this mod) :D. Thanks for the hints! Will make a new world..

Oh snap, now no world can be created. It just brings it back to the screen with the generate-button :((..

That's a weird glitch you're having. Try reinstalling the mod, restarting creating another world. I also notice in your mod list tht you don't have edb mod order installed. What are you doing to order your mods? This mod contains CCL and CCL needs to be loaded right after "Core". No mod should be loaded before it that's why you need to order your mod loading.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 17, 2016, 04:36:34 AM
Quote from: nakie on June 17, 2016, 04:34:11 AM
Quote from: Sieppo on June 17, 2016, 04:13:43 AM
Quote from: Sieppo on June 17, 2016, 04:05:52 AM
Quote from: nakie on June 17, 2016, 03:55:37 AM
Quote from: Sieppo on June 17, 2016, 03:46:23 AM
Damn.. I really dont have mods that should conflict. Maybe  Rimfire? Attached is a picture of my mod-folder. Any ideas?

EDIT: one other thing I found out was strange. Even though out of bullets, colonist still went hunting and just kept shooting (empty shots) without bullets and notifications of out ofammo.
When you installed that mod, did you restart the game before making a new world? That's important. If you don't CR does alot of weird stuff just like the one you're describing.

EDIT: Also are you using the CR-compatible version of Rimfire?

Probably no and no (did not know CR was part of this mod) :D. Thanks for the hints! Will make a new world..

Oh snap, now no world can be created. It just brings it back to the screen with the generate-button :((..

That's a weird glitch you're having. Try reinstalling the mod, restarting creating another world. I also notice in your mod list tht you don't have edb mod order installed. What are you doing to order your mods? This mod contains CCL and CCL needs to be loaded right after "Core". No mod should be loaded before it that's why you need to order your mod loading.

Mod order should be ok. CCL is loaded at number two. I deleted everything and now the world was created, just not on the default size. If not working, Ill check the edb mod order out. Thanks again for the help :)!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on June 17, 2016, 06:27:37 AM
U la la, Sieppo, you really shouldn't install so many mods. Jack added and adjusted many mods so they feel better in long gameplay. It's really important to play it only as it is and maybe install mods that improve UI.
Here is my mods that shouldn't conflict with game notice Hospitality (new beds only for visitors, visitors can be recruited and help to improve relations it's CR compatible):
   
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBColonistBar</li>
    <li>ARBRealisticResearch</li>
    <li>Hospitality</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>HaulPriorityLiteFull</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Fluffy_Tabs-13.0.1.2</li>
    <li>EdBInventory</li>
    <li>EdBModOrder</li>
    <li>Rimusic</li>
    <li>StorageSearch-master</li>
    <li>EdBPrepareCarefully</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>TRCaravans</li> 

As you can see there are no additional game changing mods.

VERY IMPORTANT:  Almost all mods from your list are in this mod, but are hidden in research tree. Your first gameplay should be with raw ARBRealisticResearch. Look into assemblies folder and remove all this mods,that you installed that are in this folder but really try ARBRealisticResearch without additional mods, add maybe only this that I presented because they help and not change gamplay. :)

Loadout Generator is from CR, probably one of mods have conflict with it.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 17, 2016, 06:32:13 AM
Quote from: Grogfeld on June 17, 2016, 06:27:37 AM
U la la, Sieppo, you really shouldn't install so many mods. Jack added and adjusted many mods so they feel better in long gameplay. It's really important to play it only as it is and maybe install mods that improve UI.
Here is my mods that shouldn't conflict with game notice Hospitality (new beds only for visitors, visitors can be recruited and help to improve relations it's CR compatible):
   
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBColonistBar</li>
    <li>ARBRealisticResearch</li>
    <li>Hospitality</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>HaulPriorityLiteFull</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Fluffy_Tabs-13.0.1.2</li>
    <li>EdBInventory</li>
    <li>EdBModOrder</li>
    <li>Rimusic</li>
    <li>StorageSearch-master</li>
    <li>EdBPrepareCarefully</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>TRCaravans</li> 

As you can see there are no additional game changing mods.

VERY IMPORTANT:  Almost all mods from your list are in this mod, but are hidden in research tree. Your first gameplay should be with raw ARBRealisticResearch. Look into assemblies folder and remove all this mods,that you installed that are in this folder but really try ARBRealisticResearch without additional mods, add maybe only this that I presented because they help and not change gamplay. :)

Loadout Generator is from CR, probably one of mods have conflict with it.

Thanks! I removed rimfire and still problem with loadout. Will now remove more of the mods and try again.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 17, 2016, 06:51:05 AM
Quote from: Sieppo on June 17, 2016, 06:32:13 AM
Quote from: Grogfeld on June 17, 2016, 06:27:37 AM
U la la, Sieppo, you really shouldn't install so many mods. Jack added and adjusted many mods so they feel better in long gameplay. It's really important to play it only as it is and maybe install mods that improve UI.
Here is my mods that shouldn't conflict with game notice Hospitality (new beds only for visitors, visitors can be recruited and help to improve relations it's CR compatible):
   
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBColonistBar</li>
    <li>ARBRealisticResearch</li>
    <li>Hospitality</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>HaulPriorityLiteFull</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Fluffy_Tabs-13.0.1.2</li>
    <li>EdBInventory</li>
    <li>EdBModOrder</li>
    <li>Rimusic</li>
    <li>StorageSearch-master</li>
    <li>EdBPrepareCarefully</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>TRCaravans</li> 

As you can see there are no additional game changing mods.

VERY IMPORTANT:  Almost all mods from your list are in this mod, but are hidden in research tree. Your first gameplay should be with raw ARBRealisticResearch. Look into assemblies folder and remove all this mods,that you installed that are in this folder but really try ARBRealisticResearch without additional mods, add maybe only this that I presented because they help and not change gamplay. :)

Loadout Generator is from CR, probably one of mods have conflict with it.

Thanks! I removed rimfire and still problem with loadout. Will now remove more of the mods and try again.

Removed all other mods than this one and it works. Should have done it in the first place. Sorry to bother you :)..
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Astral on June 17, 2016, 01:23:51 PM
Found an odd (and hilarious) bug with bots: One of my colonists started a social fight with one of the hauler bots due to the bot slighting them as a lazy worker vs a hard worker. They also attend marriages/parties.

Colonists and robots also can get stuck in a Stand position, which requires either a lot of time or a manual order to take care of.

Also noticed that carts occasionally are dropped off at ammo storage boxes. If they are dispensed from these, they disappear.

I feel that the ammo storage crates take far too much micromanagement (especially if you maintain a variety of ammunition types and calibers), and would like to see the normal quantum storage show up as a researchable option in the mid-late game. Ammo storage also doesn't follow the "Build until you have X" type of crafting to ensure a steady amount of ammo.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: LetheNyx on June 17, 2016, 06:55:35 PM
Quote from: Astral on June 17, 2016, 01:23:51 PM
Found an odd (and hilarious) bug with bots: One of my colonists started a social fight with one of the hauler bots due to the bot slighting them as a lazy worker vs a hard worker. They also attend marriages/parties.

That's actually with the Misc mod not this one... it happens in my favorite streamers colonies all the time.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AllenWL on June 18, 2016, 04:15:30 AM
Apparently, this is not compatible with the zombie mod. The zombies arrive, but just stand there doing nothing.

As a side note, I think the bots starting social fights and stuff is because they're modified colonists.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: squirrel gnut on June 18, 2016, 10:22:54 AM
How do I get Blank Books? Have played mod for 12+ hours and still haven't figured out how to craft blank books. Love the mod, but some of the item functionality is a mystery.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on June 18, 2016, 11:23:24 AM
Quote from: squirrel gnut on June 18, 2016, 10:22:54 AM
How do I get Blank Books? Have played mod for 12+ hours and still haven't figured out how to craft blank books. Love the mod, but some of the item functionality is a mystery.

You "Bind Books" at the writing table. To do this you will require 20 paper and 5 leather per book. Paper can be made using the brewery.

To find things like this out you can usually just use the help tab towards the lower right. It will pop open a window that you can type things into which will hyperlink to all the stuff you will need to know.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Minnigin on June 18, 2016, 02:28:22 PM
Quote from: LetheNyx on June 17, 2016, 06:55:35 PM
Quote from: Astral on June 17, 2016, 01:23:51 PM
Found an odd (and hilarious) bug with bots: One of my colonists started a social fight with one of the hauler bots due to the bot slighting them as a lazy worker vs a hard worker. They also attend marriages/parties.

That's odd, since the newest update my robots dont even have a social tab let alone talk and start fights lol weird
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Voker57 on June 18, 2016, 03:59:48 PM
Bug (?): Writing reference books uses and improved Research skill, but somehow only colonists with Art enabled do it.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on June 18, 2016, 06:39:44 PM
Quote from: Voker57 on June 18, 2016, 03:59:48 PM
Bug (?): Writing reference books uses and improved Research skill, but somehow only colonists with Art enabled do it.

It's how tables work, there could be only one work-giver/job attached to that table/workbench. Writing desk is used by Artist, so everything is linked to that work-giver, but recipes have is own skill restrictions/usage and writing reference book use/improve research skill. It's not a problem because recipes, most of the time, have high skill requirement, so even if you give artist work to your research and actual artist then your artist will not go write reference books because he has less research skill then required.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: darkedone02 on June 19, 2016, 12:40:00 AM
I would like this mod better if only there was functional turrets in the architect menu, also in the build menu, I've noticed 6 mortal turrets of the same thing.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: nakie on June 19, 2016, 04:45:42 AM
Quote from: darkedone02 on June 19, 2016, 12:40:00 AM
I would like this mod better if only there was functional turrets in the architect menu, also in the build menu, I've noticed 6 mortal turrets of the same thing.
You make turrets at the machining table. This would make an uninstalled furniture item that you cn place to make a turret.

As for the mortars, it's apparently from having God Mode turned on. Turn it off and the duplicate mortars would be gone from the menu.

EDIT: Here, explanation:

Quote from: jackarbiter on June 14, 2016, 01:25:20 AM
Quote from: Minnigin on June 13, 2016, 09:11:22 PM
just updated and new recipes are there now, but in security tab there's 6 81mm mortars, all the same

You can only see those with god mode on. You'll see three 81mm in god mode with just Combat Realism (2 are locked with CCL's research locker, they need to be there to make sieges work in CR) and you'll see 6 with my mod (5 are locked with CCL's research locker, the last 2 are probably unnecessary but I kept them in just in case there was some strange workaround that required them).

CCL's research locker can't keep things hidden in god mode since it works via research and god mode removes research requirements.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Astral on June 19, 2016, 05:35:10 AM
I noticed another oddity with sieges in the most recent version - they drop in what appears to be miniature mortars, as seen in the screenshot. There doesn't appear to be a way to get rid of these, nor do they seem to affect anything...

[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Heresy on June 19, 2016, 11:17:42 AM
known bug from combat realism, if it bothers you can use the development mode destroy tool to get rid of them.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: darkedone02 on June 19, 2016, 08:52:43 PM
Does this mod actually have anything that could close steam geysers? I'm a guy that like to make bases look symmetrical and these steam geysers gets in the way of that, and I wondering if this mod have SOMETHING to close them.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sieppo on June 21, 2016, 05:21:02 AM
Is there a way to make schematics and schematic bundles?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Astral on June 22, 2016, 01:59:59 AM
Steel Vests and Composite Vests experience a similar issue to that the Basic/Smithed/Advanced tools had in .06: When deconstructed at a textiles bench they yield no steel. Maybe a way to smelt this and other armors (such as power armor) at the electric smeltery can be added?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Milso on June 22, 2016, 12:32:18 PM
Quote-Fences are no longer impassable, but have a high pathing cost. This means roofs won't spawn over them just because a regular wall is nearby, and they can't be exploited as super-embrasures.

The problem is now they don't keep wild animals out of my fields.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Geneoce on June 24, 2016, 10:03:17 PM
Great mod, love the pacing!

Couple of questions though:

-RPG grenades are available but i cant find the actual launcher
-Cant seem to find .410 bore for my western guns, can it be manufactured?
-Whilst looking for both of these I cheated in a full colony in debug mode. Seems I can only make colt .45 rounds, mortar shells and grenades at the smithy/loading bench. Can ammo be made in this mode?
-Fuel doesnt seem to matter, colonists use vehicles regardless of how much is in it

Thanks for the mod, btw
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on June 24, 2016, 10:11:18 PM
Quote from: Geneoce on June 24, 2016, 10:03:17 PM
Great mod, love the pacing!

Couple of questions though:

-RPG grenades are available but i cant find the actual launcher
-Cant seem to find .410 bore for my western guns, can it be manufactured?
-Whilst looking for both of these I cheated in a full colony in debug mode. Seems I can only make colt .45 rounds, mortar shells and grenades at the smithy/loading bench. Can ammo be made in this mode?
-Fuel doesnt seem to matter, colonists use vehicles regardless of how much is in it

Thanks for the mod, btw

Are you sure you checked both smithy and loading bench. If I recall correctly, .45 colt was at one bench and .45 ACP at the other. I believe it was the loading bench which had the .45 ACP, as well as a bunch of other types of ammo. Of course if the debug mode is throwing that off, all bets off on my comment.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: sokmonkey on June 25, 2016, 02:07:44 PM
Like the mod, hate the vehicles. Will come back to it if/when its split up or something. :)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Milso on June 25, 2016, 02:53:20 PM
there is a patch in OP to disable the raiders using the vehicles.
then just don't use them your self after that.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Katarumi on June 30, 2016, 10:47:48 AM
Hey, thanks for the mod! I've been playing with it for the last few weeks, and it's been a blast. Now, I'm at end game, and trying to find advanced bionics. I can't seem to find the station for them! I thought I saw something in the defs about it either being the Nano Printer or an 'Upgrade Station', but now with only Blazebulb DLC and four shipbuilding researches left, I still don't see it.

I *think* I have the most recent version, but I'll check and make sure.

Edit: Nope, I was on 0.06. For those having the same issue, updating to 0.07 puts recipes under the 3D Component Printer.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: kaptain_kavern on July 01, 2016, 04:42:32 PM
I've been playing with your modpack through 2 complete games without major or game breaking bugs.

(worth to note) - I played with several other mods :

That's for the technical report ;-p

Now about congratulations and thanking :

Excellent work mate. I really like how the time pace : the harder and slower starting especially. I've never played with CR before so i had to learn to play with it, that also add to my enjoyment.

Thanks a lot for the great mod and keep up the good work man ! :p

I will definitively try to contribute a bit. I also note that you asked about making a Github on the OP (yeah i read the whole WOT :p ) : i think it can help if you're willing to make us out there contribute directly (with a Pull Request if you know how Github works) but some prefer to work alone. So it is up to you but i was trying to help you decide ;-)

Also if it is not done, have you try to reach the RimWorldMod slackware (link in my sign)? I haven't pop up there in a while but i know that the modders community use to hang there. It can be handy to be able to reach modders directly and livechat with them. Plus : all of them are friendly great dude :p seriously


Edit : I'm on my phone ATM but will contribute more later as Done
Again I very like what I have played, keep up the good work please.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: shirlierox on July 01, 2016, 05:30:31 PM
Oh I love this modpack so much but I suck so much at it.

I've played through it twice on my channel and found.

First time - Heatwave  and everyone suffered with heatstroke.  I built the solar chimney thinking it would freeze/refrigrate my food but soon learned it didn't oops.

Second time - Lasted 60 days this time so was a better run.  Lost two colonists to my own traps and then the rest of them got so fed up they kept having mental breaks and fighting each other haha.

I love it as it doesn't give you everything straight away I think my next run I'm going full rambo and just using bows/crossbows until I can make my own ammo.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on July 01, 2016, 09:49:18 PM
Quote from: shirlierox on July 01, 2016, 05:30:31 PM
Oh I love this modpack so much but I suck so much at it.

I've played through it twice on my channel and found.

First time - Heatwave  and everyone suffered with heatstroke.  I built the solar chimney thinking it would freeze/refrigrate my food but soon learned it didn't oops.

Second time - Lasted 60 days this time so was a better run.  Lost two colonists to my own traps and then the rest of them got so fed up they kept having mental breaks and fighting each other haha.

I love it as it doesn't give you everything straight away I think my next run I'm going full rambo and just using bows/crossbows until I can make my own ammo.

The bows/arrows is exactly what I do, I put away my guns in case of emergency use as soon as I possibly can.

By the way, the brewery is what you need for paper, you just need a bit more research to unlock the brewing of paper at that station. Keep on with your videos, I really enjoy them!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 02, 2016, 01:17:38 PM
Uhm im still confused after reading the talk about the sunlight cooling chimney's. Are they now for cooling or not? Time to time the room is warmer as the outside sometimes its cooler as the outside. ???
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: kaptain_kavern on July 02, 2016, 03:26:31 PM
From what i have experienced : they don't cool things under 20°/21° C - They're just meant to ease things a bit during early Heat-Wave


I found an explanation from cuproPanda himself (https://ludeon.com/forums/index.php?topic=13400.msg229333#msg229333) (the original modder) :
QuoteThe lowest cooling it will provide is 24C (~75F). If the rooms temperature is below this, the tower won't use water or cool the air
It's not as strong as a cooler, so if the room is bigger than around 15x6, it will take a while
The weather affects the cooling strength, so if it is raining, foggy, etc., that weakens the strength
Closed vent means it does nothing - I was going to make the tower bring toxic fallout inside if the vent was open, but I changed my mind. Now the vent is just an off switch of sorts
If you see the water level going down, that means it's working
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 02, 2016, 06:13:38 PM
Thank you, at least i have now the electric coolers and my refrigator works perfekt. ;D
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: CFSapper on July 03, 2016, 09:06:21 AM
Love the mod so far, exactly what I was looking for, minus one thing no Colonist Bar :P gonna add one on my next play through. maybe think of adding it to the "modpack"?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on July 03, 2016, 10:01:15 AM
Quote from: CFSapper on July 03, 2016, 09:06:21 AM
Love the mod so far, exactly what I was looking for, minus one thing no Colonist Bar :P gonna add one on my next play through. maybe think of adding it to the "modpack"?

I add:
EdB Colonist Bar
Stonecutting Tweak
StorageSearch
LT_NoCleaningPlease

oh and also the NoRaiderATV addon to this mod.

I use these all with no problems, makes for a great game!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 03, 2016, 12:21:37 PM
Quote from: BlackSmokeDMax on July 03, 2016, 10:01:15 AM
Quote from: CFSapper on July 03, 2016, 09:06:21 AM
Love the mod so far, exactly what I was looking for, minus one thing no Colonist Bar :P gonna add one on my next play through. maybe think of adding it to the "modpack"?

I add:
EdB Colonist Bar
Stonecutting Tweak
StorageSearch
LT_NoCleaningPlease

oh and also the NoRaiderATV addon to this mod.

I use these all with no problems, makes for a great game!

If i use the nocleaningplease my colonists are not doing anything what i say. I even can not tell them to haul something with right click.  :o
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: kaptain_kavern on July 03, 2016, 06:03:44 PM
I think it's important to put No_Cleaning near the bottom of the modlist i guess
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on July 03, 2016, 08:12:01 PM
Quote from: Kitsune on July 03, 2016, 12:21:37 PM
Quote from: BlackSmokeDMax on July 03, 2016, 10:01:15 AM
Quote from: CFSapper on July 03, 2016, 09:06:21 AM
Love the mod so far, exactly what I was looking for, minus one thing no Colonist Bar :P gonna add one on my next play through. maybe think of adding it to the "modpack"?

I add:
EdB Colonist Bar
Stonecutting Tweak
StorageSearch
LT_NoCleaningPlease

oh and also the NoRaiderATV addon to this mod.

I use these all with no problems, makes for a great game!

If i use the nocleaningplease my colonists are not doing anything what i say. I even can not tell them to haul something with right click.  :o

Here is how my mods are setup (my modsconfig file):

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBModOrder</li>
    <li>ARBRealisticResearch</li>
    <li>ARBNoRaiderATVs</li>
    <li>StorageSearch</li>
    <li>EdBColonistBar</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Stonecutting Tweak</li>
  </activeMods>
</ModsConfigData>

No issues of any kind.

One not so obvious tip. Make sure you never enter the mods menu option without exiting/re-starting the game. Even if you changed nothing, you still need to do this! That was my big mistake back when I first started using mods. I would get everything installed correctly. Exit, restart, and then go into mods to make sure everything was still OK. Then I would create the world. Bam, at this point I was going to have problems due to not having restarted after going into that menu again and just didn't realize it yet.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Katarumi on July 03, 2016, 08:43:09 PM
I have hit an...interesting...problem.

Here is a screenshot of the problem. http://i.imgur.com/QiwjEqj.jpg (http://i.imgur.com/QiwjEqj.jpg)

Now that my colonist has two upgraded bionic arms, he is unable to equip basic tools. I don't yet know if it applies to other tool types. Unfortunately, this makes him pretty useless for everything but shooting and doctoring...but he's really, *really* good at those. xD
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 04, 2016, 05:57:38 AM
Quote from: BlackSmokeDMax on July 03, 2016, 08:12:01 PM
Here is how my mods are setup (my modsconfig file):

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBModOrder</li>
    <li>ARBRealisticResearch</li>
    <li>ARBNoRaiderATVs</li>
    <li>StorageSearch</li>
    <li>EdBColonistBar</li>
    <li>LT_NoCleaningPlease-0.13.0.1</li>
    <li>Stonecutting Tweak</li>
  </activeMods>
</ModsConfigData>

No issues of any kind.

One not so obvious tip. Make sure you never enter the mods menu option without exiting/re-starting the game. Even if you changed nothing, you still need to do this! That was my big mistake back when I first started using mods. I would get everything installed correctly. Exit, restart, and then go into mods to make sure everything was still OK. Then I would create the world. Bam, at this point I was going to have problems due to not having restarted after going into that menu again and just didn't realize it yet.

Will try it to set it on bottom of the list. :D

Edit: Hm dont know, have it at the last entry in the list but it dont work, at least on my actual colony, maybe i need a fresh world? :/
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 07, 2016, 04:32:02 AM
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on July 07, 2016, 10:51:32 AM
Quote from: Kitsune on July 07, 2016, 04:32:02 AM
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)

I believe you are correct. And I also a agree it is a bed, a bad one mind you, but still a bed.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Korn.Mil on July 07, 2016, 04:58:29 PM
Hey, is this mod compatible with combat realism? I getting these errors, maybe i am doing something wrong?
(http://www.part.lt/img/70412a122ac844d567366574a6c5ddeb814.png) (http://www.part.lt/perziura/70412a122ac844d567366574a6c5ddeb814.png)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 07, 2016, 05:58:08 PM
Quote from: Korn.Mil on July 07, 2016, 04:58:29 PM-snip-

If, what i think, you try to use combat realism beside this mod, you dont need it. Its somewhat build in. ;) If i'm wrong and
you get the error with only this mod, i sadly have no idea what is wrong. :D

Edit: Yes, on first site in the description, "CR included".
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Korn.Mil on July 08, 2016, 01:52:04 AM
Quote from: Kitsune on July 07, 2016, 05:58:08 PM
Quote from: Korn.Mil on July 07, 2016, 04:58:29 PM-snip-

If, what i think, you try to use combat realism beside this mod, you dont need it. Its somewhat build in. ;) If i'm wrong and
you get the error with only this mod, i sadly have no idea what is wrong. :D

Edit: Yes, on first site in the description, "CR included".

You mean if i instal this mod, i dont need CR ? :D its already included?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 08, 2016, 03:22:02 AM
Quote from: Korn.Mil on July 08, 2016, 01:52:04 AM
You mean if i instal this mod, i dont need CR ? :D its already included?

Exactly. ^~^
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Korn.Mil on July 08, 2016, 05:17:19 PM
Quote from: Kitsune on July 08, 2016, 03:22:02 AM
Quote from: Korn.Mil on July 08, 2016, 01:52:04 AM
You mean if i instal this mod, i dont need CR ? :D its already included?

Exactly. ^~^

Ok, get it  :) thanks
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AllenWL on July 08, 2016, 11:29:08 PM
Quote from: Kitsune on July 07, 2016, 04:32:02 AM
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)
I'm like, 99% sure you start out with the padded sleeping spot, which is also kinda weird, because until you research the butcher table, you can't make the padded sleeping spot anyways.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Kitsune on July 09, 2016, 03:45:02 AM
Quote from: AllenWL on July 08, 2016, 11:29:08 PM
Quote from: Kitsune on July 07, 2016, 04:32:02 AM
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)
I'm like, 99% sure you start out with the padded sleeping spot, which is also kinda weird, because until you research the butcher table, you can't make the padded sleeping spot anyways.

Or you get lucky, the magic word is trade caravan. *~*
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: BlackSmokeDMax on July 09, 2016, 06:32:56 AM
Quote from: Kitsune on July 09, 2016, 03:45:02 AM
Quote from: AllenWL on July 08, 2016, 11:29:08 PM
Quote from: Kitsune on July 07, 2016, 04:32:02 AM
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)
I'm like, 99% sure you start out with the padded sleeping spot, which is also kinda weird, because until you research the butcher table, you can't make the padded sleeping spot anyways.

Or you get lucky, the magic word is trade caravan. *~*
Or even better.... cargo pods!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AllenWL on July 09, 2016, 09:39:06 AM
Quote from: BlackSmokeDMax on July 09, 2016, 06:32:56 AM
Quote from: Kitsune on July 09, 2016, 03:45:02 AM
Quote from: AllenWL on July 08, 2016, 11:29:08 PM
Quote from: Kitsune on July 07, 2016, 04:32:02 AM
Quote from: AllenWL on July 07, 2016, 04:25:51 AM
I think I said this before, but the foundations research, which says 'unlocks beds', does not, in fact, unlock beds.

As far i remember, the foundation research unlocks the cloth padded sleeping spot or i'm wrong? And i think its ok with that because, it is somehow a bed. ;)
I'm like, 99% sure you start out with the padded sleeping spot, which is also kinda weird, because until you research the butcher table, you can't make the padded sleeping spot anyways.

Or you get lucky, the magic word is trade caravan. *~*
Or even better.... cargo pods!
So far, all the caravans and pods brought are food.
I'm not complaining though, because my colony goes through a lot. Mostly due to rot.
How many food-preservation methods do we have with this modpack?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: kaptain_kavern on July 09, 2016, 11:10:17 AM
You will be able to smoke the meat soon. Keep researching  ;D
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: TehRaven on July 09, 2016, 02:26:05 PM
I'm having an issue. I've downloaded the mod pack and it comes as one large, disorganized, chunk of files that I can't seem to get to work. I've tried placing all of the files into one folder and naming it Arbitration but that doesn't seem to work. I can select it in the Rimworld mod selection screen but still no change to gameplay features. Please help! I want to try this out. I'll upload a picture of the mess I'm looking at.

[attachment deleted by admin - too old]
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: kaptain_kavern on July 09, 2016, 03:34:51 PM
Please be sure to download CCL (https://ludeon.com/forums/index.php?topic=16599.0) first and put it in the mod folder of your Rimworld folder (At this moment it should only contain a folder called "Core" + The 2 CCL Folders (Community Core Library + Community Core Library - Vanilla Tweaks)

Then be sure to download again Arbitration Mod from Original Post (the one i saw in your pic is not right) and put it in the same folder (Mods).


Here the inside of the mod folder :
(http://i.imgur.com/l92Ra72.png?1)


Now your mod folder should look like this :
(http://i.imgur.com/lW339K3.png?1)
Now start Rimworld and go to the "Mod" section. Activate the 2 CCL and Arbitration (in that order).

Restart the game (CCL window should tell you to do it and it's important)

Now after restart it should work.

Tell us there if not



And when your getting used to it you can even go nuts on the mods :p  (http://i.imgur.com/8dNoeSo.png?1)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: TehRaven on July 09, 2016, 04:10:02 PM
Yeah I realized the problem shortly after posting. I originally downloaded the files from Nexus, which gave me the garbled mess. I noticed another download link from your original post and it works PERFECT. Great mod so far. Exactly what I have been looking for in Rimworld. Nice work!

Thank you!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: CrownBee on July 12, 2016, 01:19:58 PM
When playing this mod, Rimworld hard crashes randomly after I build / buy robots. Does anyone else have this problem? For me, it tends to crop up every 3-5 days in game, and I think it happens whenever there is a conflict between robots, because it is somewhat random. I don't even know how to provide more information, as the whole game just locks up and dies....
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: TehRaven on July 13, 2016, 12:56:22 AM
I only use two robots and have been using them for a VERY long time at this point. So far no glitches or issues have occurred.


On a side note though. THIS MOD IS AMAZING. I strongly suggest this be integrated into the final product of Rimworld. It seems to completely encompass the essence of what Rimworld should be. I'm a veteran player so I may be a bit jaded by the "complexity" (although it really is straight forward). EXCELLENT WORK ON THIS MOD! I'm very impressed.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Oragepoilu on July 15, 2016, 11:35:49 AM
I have two things that give me some trouble, though :
-People using ATV often get stuck in a loop when trying to haul debris. Can be helped by disabling debris in the ATV.
-I just made some short bow and arrow for my 4 guys, meanwhile a crashed ship spawn on my map (and triggered by a lost bullet -_-) near my only entrance (but not enough close to attack my base).

Scyther are extremely OP. At short range they instant kill or incapacitate all the time, at medium range people stay a bit around them but can't deal enough damage, and at long range, well, I have yet to get anything long range to try. As the charge lance have 120 range anyway, I don't think it's an option. (I would miss too often)
They are 3, heal over time, too much resistant to die even if only one is focus. Bow, crossbow, arbalest do nothing against them so I'm stuck with the Psychic drone though, waiting for them to run out of ammo (130/200 left for each scythe).

If someone have an idea to deal with them, I'm listening. In case it happen to someone else ... just reload, don't try to keep on like me xD

Anyway, beside this I enjoy a lot. I didn't go further than the moment where you need books for your research in my last game, but was still a good game.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: CrownBee on July 15, 2016, 02:26:25 PM
Quote from: Oragepoilu on July 15, 2016, 11:35:49 AM
I have two things that give me some trouble, though :
-People using ATV often get stuck in a loop when trying to haul debris. Can be helped by disabling debris in the ATV.
-I just made some short bow and arrow for my 4 guys, meanwhile a crashed ship spawn on my map (and triggered by a lost bullet -_-) near my only entrance (but not enough close to attack my base).

Scyther are extremely OP. At short range they instant kill or incapacitate all the time, at medium range people stay a bit around them but can't deal enough damage, and at long range, well, I have yet to get anything long range to try. As the charge lance have 120 range anyway, I don't think it's an option. (I would miss too often)
They are 3, heal over time, too much resistant to die even if only one is focus. Bow, crossbow, arbalest do nothing against them so I'm stuck with the Psychic drone though, waiting for them to run out of ammo (130/200 left for each scythe).

If someone have an idea to deal with them, I'm listening. In case it happen to someone else ... just reload, don't try to keep on like me xD

Anyway, beside this I enjoy a lot. I didn't go further than the moment where you need books for your research in my last game, but was still a good game.

Mechanoids are super tough to deal with early in the game. You pretty much need to get cannon before you have a chance of hurting them. I think this is why Jack created the "nice" versions of the storytellers, so you have a much reduced chance of the RNG bringing in Mechanoids until your tech level is high enough to deal with them.

There are some tricks to deal with them:

Try to get other raiders or visitors to fight them for you.

Steal higher tech guns from raiders, or buy them from traders. I used to use prepare carefully to launch my colony with an assault rifle or two (if I could afford the points) specifically for emergencies like this. I'm now experimenting with just bringing knives, and I have yet to run into a scenario like you describe, but it might just be luck.

Construct traps / defenses, then lure the scythers in. This is difficult if you are not very high-tech, but I think a polybolos will damage a scyther with a direct hit.

Good luck!
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Dante King on July 15, 2016, 03:48:20 PM
I hope the Alpha 14 release doesn't take long....
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Oragepoilu on July 15, 2016, 04:29:43 PM
Tried the Polybolos, by making 5 of them. One scythe got hit (btw I was hiding behind some wall/earth rempart), they started to aim at me and reckt me from a good distance even if I was under cover.

Well time to start over, the mood hit was way too much to handle when it's extreme.

I do not use prepare carefully so I'll pass the starting weapon. I have yet to find anybody selling me decent stuff in my two games; There is barely anybody trading with me, and when they attack, guys with the best ranged weapon usually flee before I can get them' anyway.

I think I will try to spawn some trap with obvious cover spot so they run into it.

Edit : While I'm at it do someone know the difference between the parapet and embrasure ? Sound somewhat the same for me, beside the small HP increase for the parapet. I'm looking to have a better cover.

Second edit : Having two power arms disallow you to wear tools, as they require an hand.
https://ludeon.com/forums/index.php?topic=6666.120
Quote from: macrosblackd on July 17, 2016, 04:44:50 PM
I was testing around with the part/layer for the belts and I would recommend changing them to part: Legs layer: Accessory
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Reviire on July 24, 2016, 10:47:19 PM
When this gets updated, or even for the A13 version, could ATVs get a bit of a nerf in how good they are at taking shots? They take a lot more shots than you'd expect when it's just a guy sitting on a quadbike, imo.

To the guy above, the parapet is a waist high wall, movement is allowed over it. The embrasure is pretty much a wall you can shoot through.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AseaHeru on July 25, 2016, 04:17:40 AM
 Is there a chance of the robots being made unable to speak, able to be repaired, and/or listed as something other than a colonist? Its a tad annoying to have one go and get in a social fight, then go about at low efficiency because its damaged.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Sarelth on July 25, 2016, 05:27:12 AM
This mod looks epic. Can't wait to give it a try.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Reviire on July 26, 2016, 12:39:30 AM
So, i might need a bit of help. How in the world do you deal with crashed ships with henry rifles and gatling guns? Mechanoids shrug off bullets from these like they're nothing.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on July 26, 2016, 01:53:17 PM
Quote from: Reviire on July 26, 2016, 12:39:30 AM
So, i might need a bit of help. How in the world do you deal with crashed ships with henry rifles and gatling guns? Mechanoids shrug off bullets from these like they're nothing.

Cannons are the answer. Look at stats of ammo. Explosive cannonball can do significant damage and have superior penetration but you have to lure mechanoids to you because range on them is crappy. With henry rifles you can kill scythes but centipedes have to good armor. I recommend also to set few traps around crashed ship. Remember to buy or craft few EMP and frag grenades it can help a lot. If you play with ATVs than use them to haul cannons on good position, they're fast. Good luck
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Reviire on July 26, 2016, 08:36:41 PM
Quote from: Grogfeld on July 26, 2016, 01:53:17 PM
Quote from: Reviire on July 26, 2016, 12:39:30 AM
So, i might need a bit of help. How in the world do you deal with crashed ships with henry rifles and gatling guns? Mechanoids shrug off bullets from these like they're nothing.

Cannons are the answer. Look at stats of ammo. Explosive cannonball can do significant damage and have superior penetration but you have to lure mechanoids to you because range on them is crappy. With henry rifles you can kill scythes but centipedes have to good armor. I recommend also to set few traps around crashed ship. Remember to buy or craft few EMP and frag grenades it can help a lot. If you play with ATVs than use them to haul cannons on good position, they're fast. Good luck
Well, grenades are out of the question because the traders are all tribal. Does walling it up and setting it on fire still work? I guess I'll need to hunt some boomalopes asap.

EDIT: Cannon dealt with the mechanoids fine. Now have assault rifles, things are going fine. Question though, are strawberries still the best food you can grow?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on July 30, 2016, 08:04:06 AM
I'm happy that cannons work for you. As for strawberries, IDK it's just what you want. It's easy to grow, short time but low amount per cell.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Astral on July 30, 2016, 05:11:00 PM
For the most part I've built a wall around the thing, established it as a roofed-in area, put some wooden chairs down, and sent one useless brave colonist to throw the molotov and run. If they don't make it out, they're a hero! And generally it will burn long enough to kill the mechs.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Bonkus72 on August 03, 2016, 12:39:09 PM
Looks like skyarkhangel went and updated Combat Realism to [A14] over at https://ludeon.com/forums/index.php?topic=9759.1605 
The bug where pawns constantly pick up and then drop items from a stockpile is back as well, or at least for me it is. 
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on August 04, 2016, 09:35:50 AM
Quote from: Bonkus72 on August 03, 2016, 12:39:09 PM
Looks like skyarkhangel went and updated Combat Realism to [A14] over at https://ludeon.com/forums/index.php?topic=9759.1605 
The bug where pawns constantly pick up and then drop items from a stockpile is back as well, or at least for me it is.

Yup, and there's more :D Pila doesn't work, no target stats. Bug that you're describing is because of bulk/weight problem, or backpack usage. With Fluffy's Work tabs you can disable hauling with backpack and everything should work. Issue with over encumbrance is another thing and it shouldn't be problem if you look at limits, with special care for trainers because they always pick additional food to train. Skyark needs time for other projects like Hardcore SK modpack but CR is essential for it so we will get it sooner then later.

Now what we have to do is wait and see whats Jack will do, if he will show up. Damn, this is a great modpack for A13 and I want it badly for A14 :D
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: shirlierox on August 12, 2016, 07:33:17 PM
I loved this modpack I did often wonder why my colonists went nuts in the storeroom carrying the same item back and forth and back and forth haha.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: MarineStardust on August 13, 2016, 02:00:08 PM
is the No Infestations mod still there?
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: AseaHeru on August 13, 2016, 04:23:05 PM
 You can get rid of infestations via the "no event" option when starting a game.
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: MarineStardust on August 15, 2016, 02:32:54 PM
will the no event option take away all event or can a event be targeted not to happen
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: Grogfeld on August 15, 2016, 03:18:10 PM
Quote from: MarineStardust on August 15, 2016, 02:32:54 PM
will the no event option take away all event or can a event be targeted not to happen

It's disable incident, not event and it only disable what you choose.
(https://s3.postimg.io/l5x24cyvn/Clipboard01.jpg)
Title: Re: [A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07
Post by: johnarcie009123 on January 29, 2017, 07:38:12 AM
Can you please update this mod? I really like it's concept :) THANKS!