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RimWorld => Releases => Mods => Outdated => Topic started by: crusader2010 on May 03, 2016, 01:58:23 PM

Title: [A13] Mod MEGA PACK
Post by: crusader2010 on May 03, 2016, 01:58:23 PM
Hello everyone!  :D

I have decided to post the list of mods I am currently playing with to enhance the vanilla experience of Rimworld. All credits go to the mods' respective authors!




IMPORTANT:




This thread is now locked and has been recreated here: https://ludeon.com/forums/index.php?topic=20669.0 (https://ludeon.com/forums/index.php?topic=20669.0)




NOTES:




KNOWN ISSUES:




User guide to install:

1. Delete or move all mods from the "\Rimworld\Mods" folder (except "Core").
2. Go to:
Delete(or move/backup) all the files that exist in that folder and copy the new "ModsConfig.xml" file, which is at the root of the attached mod pack archive.
3. Extract the rest of the archive(i.e. only the folders) into the "\Rimworld\Mods" directory.
4. Start the game, check that the mods appear correctly (through the menu) and play!




ORDERED MOD LIST:




CHANGELOG:

Title: Re: [A13] Mod MEGA PACK
Post by: szemburger on May 03, 2016, 02:28:34 PM
I found only a single problem with this modpack. It looks nice and all but in the main menu there are no usable button other than Tynan's links. Can you look into it please?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 03, 2016, 02:47:50 PM
Quote from: szemburger on May 03, 2016, 02:28:34 PM
I found only a single problem with this modpack. It looks nice and all but in the main menu there are no usable button other than Tynan's links. Can you look into it please?

Unfortunately I could not reproduce the issue. Just created a new "test" Rimworld for the mods (new folders and everything).

1. Entered the game;
2. Went to the Mods menu;
3. Mods were not loaded; pressed Close;
4. Quit the game;
5. Copied the "ModsConfig.xml" from the archive to the "%appdata%\....\Rimworld\Config" folder once again (the existing one had only the Core mod in it);
6. Reentered the game; all buttons were present and all mods were loaded properly.

If I remember correctly from some very old alpha versions, the disappearing menu buttons could be related to the localization (are you using the game in another language than English?). Try restarting the game, copying the ModsConfig.xml again, and try to change the Language to English.

In the "Prefs.xml" file (from %appdata%\...) there is a line:  <langFolderName>English</langFolderName>
I think this is how you change the language (not sure though).
Title: Re: [A13] Mod MEGA PACK
Post by: skullywag on May 03, 2016, 03:10:52 PM
You cant post a modpack and ask for permission after, why does everyone get this wrong.
Title: Re: [A13] Mod MEGA PACK
Post by: StinkyFinger91 on May 03, 2016, 03:40:43 PM
I really don't understand why you need to ask for permissions if you aren't gaining anything monetarily. Is someone acknowledging that you created a mod THAT important to you? If that's the way it is, so be it but this is getting ridiculous. Either take it down IMMEDIATELY and stop causing drama in the forums, or change the rules.

- A frustrated Rimworld fan.
Title: Re: [A13] Mod MEGA PACK
Post by: skullywag on May 03, 2016, 03:50:32 PM
Quote from: StinkyFinger91 on May 03, 2016, 03:40:43 PM
I really don't understand why you need to ask for permissions if you aren't gaining anything monetarily. Is someone acknowledging that you created a mod THAT important to you? If that's the way it is, so be it but this is getting ridiculous. Either take it down IMMEDIATELY and stop causing drama in the forums, or change the rules.

- A frustrated Rimworld fan.

Because thats the terms on my forum threads containing the things I have created, and those are there due to people in the past doing silly things. Im not saying I would say no just that those are my terms and i expect them to be abided by. Theres no drama here.

And on the point of recognition, I mod for myself and because I enjoy it, nothing more.
Title: Re: [A13] Mod MEGA PACK
Post by: 1000101 on May 03, 2016, 03:53:42 PM
Simply put, because it's part of the rules (https://ludeon.com/forums/index.php?topic=10561.0) for releasing modpacks.

Quote from: Mod release rules4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.

CCL (https://ludeon.com/forums/index.php?topic=16599.0) is released under the unlicense (http://unlicense.org/) so it doesn't specifically need credit based on that.  However, the forum rules still state that the mods used must be credited.

Other than that, the release notes for CCL recommending not including CCL directly but linking to it for modpacks.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 03, 2016, 04:14:14 PM
Quote from: 1000101 on May 03, 2016, 03:53:42 PM
Simply put, because it's part of the rules (https://ludeon.com/forums/index.php?topic=10561.0) for releasing modpacks.

Quote from: Mod release rules4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.

CCL (https://ludeon.com/forums/index.php?topic=16599.0) is released under the unlicense (http://unlicense.org/) so it doesn't specifically need credit based on that.  However, the forum rules still state that the mods used must be credited.

Other than that, the release notes for CCL recommending not including CCL directly but linking to it for modpacks.

I'll update the main thread, most likely tomorrow, when I have more time to look up each and every mod and provide the links and credits.
Title: Re: [A13] Mod MEGA PACK
Post by: StinkyFinger91 on May 03, 2016, 04:26:09 PM
Understandable, rules are rules after all.

Anyhow, on the subject of the pack itself, I just loaded it up, added EdB Prepare Carefully and it is running without errors so far. I will do some testing and let you know how it pans out. I hope you get the permissions you need. I am loving the added power buildings, as I normally play A12 with the ModVariety Pack and cannot live without them. Good luck, great pack so far bud!
Title: Re: [A13] Mod MEGA PACK
Post by: ruppsrunt on May 03, 2016, 10:10:42 PM
Fun Modpack, however my colonists were unable to shoot through the embrasures.
Title: Re: [A13] Mod MEGA PACK
Post by: TheGentlmen on May 04, 2016, 12:57:54 AM
Quote from: StinkyFinger91

Stinky Fingers, Five Fingers...

My banned person sense is twitching.

Title: Re: [A13] Mod MEGA PACK
Post by: Ghizmo on May 04, 2016, 01:40:37 AM
I was under the impression the combat realism mod needed to be loaded 2nd, even before the CCL mod. As I see it in this list it isn't even in the first 10.
Title: Re: [A13] Mod MEGA PACK
Post by: StinkyFinger91 on May 04, 2016, 03:13:47 AM
Quote from: Gentz (/'jen(t)z/) on May 04, 2016, 12:57:54 AM
Quote from: StinkyFinger91

Stinky Fingers, Five Fingers...

My banned person sense is twitching.

I've said this before and i'll say it again: ban me if you wish. If it makes you feel powerful in your day-to-day life, then by all means. Silence my freedom of internet and speech all at once. It feels like China already! I will just make another account and stay silent, like I have for the last 2 years, until recently.
My finger, yes, identifies as "stinky." You must allow it into your society, no matter how socially unacceptable and inappropriate it may be. That's the trend these days, no?
And who's this "five fingers?" I've heard of Ninefingers and a few other awesome modders who've been banned, is he another? Hmm.
My curiosity sense is twitching.
I shall go now, never to be heard again like a wandering colonist in the middle of a Manhunting Warg pack. I will make a new account and wait for another ModVariety Pack or Ultimate Overhaul Pack to surface or be rebuilt. Good luck and fair seas!
If this is what you have to offer for "professionalism" Tynan, well, it might be time to put this game on steam already so you can afford to hire yourself some new "professionals."
Title: Re: [A13] Mod MEGA PACK
Post by: winowmak3r on May 04, 2016, 04:25:00 AM
"If it makes you feel powerful in your day-to-day life, then by all means. Silence my freedom of internet and speech all at once. It feels like China already!"

Oh give me a break.
Title: Re: [A13] Mod MEGA PACK
Post by: jay_rab on May 04, 2016, 05:11:40 AM
"4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods."

This thread shouldnt of been made in the first place... Its clear the thread owner didnt care about following rules or about the feelings of the modders. Thats the issue with modpacks... the people behind them use little to no effort and just spit on the faces of those who make the modding community great, its really time to stop allowing modpacks all together as its clear they are not abiding by rules and only cause conflict in this community.
Title: Re: [A13] Mod MEGA PACK
Post by: milon on May 04, 2016, 06:44:21 AM
Quote from: crusader2010 on May 03, 2016, 04:14:14 PM
Quote from: 1000101 on May 03, 2016, 03:53:42 PM
Simply put, because it's part of the rules (https://ludeon.com/forums/index.php?topic=10561.0) for releasing modpacks.

Quote from: Mod release rules4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.

CCL (https://ludeon.com/forums/index.php?topic=16599.0) is released under the unlicense (http://unlicense.org/) so it doesn't specifically need credit based on that.  However, the forum rules still state that the mods used must be credited.

Other than that, the release notes for CCL recommending not including CCL directly but linking to it for modpacks.

I'll update the main thread, most likely tomorrow, when I have more time to look up each and every mod and provide the links and credits.

If no permission is given explicitly, I would encourage you to PM the author and ask directly. Either way, please post an update for the status of each mod involved. I'm bending the rules in your favor here. Don't let me down. ;)
Title: Re: [A13] Mod MEGA PACK
Post by: RazorHed on May 04, 2016, 07:08:32 AM
I really don't see the point of mod packs ,at least in a single player game. It would be different if you were wanting to play something like Minecraft and all mods need to match for server and clients.

Here they tend to be just almost every single available mod and smack it together . They end up being a mess. 

If that's what people want though , and somehow all these mods get blended into a fully functional , no conflicts, but still mess .Oh well :)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 04, 2016, 07:12:15 AM
Quote from: milon on May 04, 2016, 06:44:21 AM
Quote from: crusader2010 on May 03, 2016, 04:14:14 PM
Quote from: 1000101 on May 03, 2016, 03:53:42 PM
Simply put, because it's part of the rules (https://ludeon.com/forums/index.php?topic=10561.0) for releasing modpacks.

Quote from: Mod release rules4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods.

CCL (https://ludeon.com/forums/index.php?topic=16599.0) is released under the unlicense (http://unlicense.org/) so it doesn't specifically need credit based on that.  However, the forum rules still state that the mods used must be credited.

Other than that, the release notes for CCL recommending not including CCL directly but linking to it for modpacks.

I'll update the main thread, most likely tomorrow, when I have more time to look up each and every mod and provide the links and credits.

If no permission is given explicitly, I would encourage you to PM the author and ask directly. Either way, please post an update for the status of each mod involved. I'm bending the rules in your favor here. Don't let me down. ;)

Hi and thanks! I'm at work right now and can only reply to this. I won't let you down, I promise :D When I get home i'll do the update, as I said yesterday! Also, I did ask for permission for the mods that specifically required so. If I did miss someone I'll spefically ask to be notified (when I update the thread later today).

For the previous poster from page 1, that apparently has some frustrations related to modpacks, I really need to tell you this: i'm not gaining anything from posting this here but i'm actually wasting some of my free time. Unfortunately real life has its issues and can't always finish up on what I want when I want to. From this I have no idea how you could extrapolate that I am spitting in the face of modders and everything else that you said. All I wanted was to bring a bit of enrichment to some people(like myself) who like playing with lots of mods but cannot figure out in what order to set them up and such so that they mostly work, or simply don't have the time to put them together after searching for hours. I never claimed nor will I ever claim that someone else's work is mine. I'm a programmer, I know how it feels :) Please stop exagerating, I never wanted to do any harm to anyone. If you're only used to see the bad parts of people, then it's something that you have to deal with on your own. Good luck!
Title: Re: [A13] Mod MEGA PACK
Post by: Ramsis on May 04, 2016, 07:51:32 AM
You're fine, nobody is going to tear your thread down, we usually give a week or so to people who still need to hyperlink mod pages before we go crazy and you did mention all the mods so you're doing better than most posters.

To the people who reported, thank you for your diligence but leave him alone. He's trying.
Title: Re: [A13] Mod MEGA PACK
Post by: skullywag on May 04, 2016, 07:55:14 AM
To be clear he has now asked me and has permission. So no issues here from my pov and I know he has contacted other modders as well.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 04, 2016, 08:08:48 AM
Quote from: Ramsis on May 04, 2016, 07:51:32 AM
You're fine, nobody is going to tear your thread down, we usually give a week or so to people who still need to hyperlink mod pages before we go crazy and you did mention all the mods so you're doing better than most posters.

To the people who reported, thank you for your diligence but leave him alone. He's trying.

Thank you for the vote of confidence. I'm sorry that there is such looming hostility in this community, ready to jump at anything that satisfies their thirst(i.e. reporting the thread even when I specifically wrote about the updates twice). I don't remember things being this way back in alpha4 or 7. At least now I understand why there are almost no modpacks posted anymore. Being considered "guilty" from the start is not easy to take in.

I know I did the mistake of not reading thoroughly through the mods' descriptions for usage permission (I saw most of them not requiring any or being allowed directly), but I corrected that yesterday, shortly after posting the thread. Hopefully I didn't miss anyone.
Title: Re: [A13] Mod MEGA PACK
Post by: Fluffy (l2032) on May 04, 2016, 09:54:03 AM
Oh gosh, let's not go here again.

You made a mistake on a touchy subject, so yeah, there's some unwise reactions (from both sides!). So here's a piece of advice for anyone else who might be thinking about creating a modpack: Do your research first! Simon (creator of MVP) did a very good job of that, so it's not like it's impossible or something.
Title: Main thread update
Post by: crusader2010 on May 04, 2016, 12:15:49 PM
Updated main thread with links and credits, and the issue of Embrasures not being able to be shot through.
Title: Re: [A13] Mod MEGA PACK
Post by: skullywag on May 04, 2016, 12:19:38 PM
I have a standalone embrasures mod, that should have clues in it to your problem, but simply put if the embrasure doesnt take up a full cell it should be shootable through, so look for a fillpercent in the xml.
Title: Re: [A13] Mod MEGA PACK
Post by: silentwolf123 on May 04, 2016, 12:28:19 PM
let the drama end lol
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 04, 2016, 12:38:41 PM
Quote from: skullywag on May 04, 2016, 12:19:38 PM
I have a standalone embrasures mod, that should have clues in it to your problem, but simply put if the embrasure doesnt take up a full cell it should be shootable through, so look for a fillpercent in the xml.

Thanks! I was just testing that  :D  Here are the results:
1. The initial value for the "fillPercent" was 0.99 which doesn't work.
2. The value 0.91 doesn't work either.
3. The values 0.8 and below do work (i.e. colonists can shoot through) - I'll keep testing to see what the highest threshold is, between 0.8 and 0.91 - BUT...
4. If the colonists get shot at from outside the embrasure, the behavior is the same as having nothing - they are completely useless and do not stop any bullets.

Any ideas? Hopefully it's not required to turn them into a 1-tile shield with a chance to deflect projectiles (not sure it's even possible).
Title: Re: [A13] Mod MEGA PACK
Post by: skullywag on May 04, 2016, 12:40:33 PM
mine are at 0.99 and work fine.

Theyve never been a perfect solution, they mainly provide a safe firing position where melee cant get you, i dont think any have made the targets inside any harder to hit from range, Combat Realisms might might be worth checking that.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 04, 2016, 12:48:11 PM
Quote from: skullywag on May 04, 2016, 12:40:33 PM
mine are at 0.99 and work fine.

Theyve never been a perfect solution, they mainly provide a safe firing position where melee cant get you, i dont think any have made the targets inside any harder to hit from range, Combat Realisms might might be worth checking that.

I remember from some older Alpha (10/11?) that they stopped a lot of bullets/arrows and very few could actually hit the colonists. I'll take a look at CR too to see what happens. Thanks for the info!
Title: Re: [A13] Mod MEGA PACK
Post by: Igabod on May 04, 2016, 12:56:39 PM
Quote from: crusader2010 on May 04, 2016, 12:48:11 PM
Quote from: skullywag on May 04, 2016, 12:40:33 PM
mine are at 0.99 and work fine.

Theyve never been a perfect solution, they mainly provide a safe firing position where melee cant get you, i dont think any have made the targets inside any harder to hit from range, Combat Realisms might might be worth checking that.

I remember from some older Alpha (10/11?) that they stopped a lot of bullets/arrows and very few could actually hit the colonists. I'll take a look at CR too to see what happens. Thanks for the info!

Yeah, the original Embrasures mod had them working like sandbags that were impassable by pawns. The code has changed quite a bit since then though so I'm not sure if it's possible to do that again but you can check the original mod out to see what they did. I've attached it to this post.

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: Jaxxa on May 04, 2016, 07:05:55 PM
I have been asked and have granted permission for my mods to be used in the mod pack.

Also With ED-ClosableVent and ED-ReverseCycleCooler being disabled I am currently working on compatibility patches for the BetterCoolers and BetterVents mods.

Title: Re: [A13] Mod MEGA PACK
Post by: skullywag on May 04, 2016, 07:11:07 PM
Quote from: Jaxxa on May 04, 2016, 07:05:55 PM
I have been asked and have granted permission for my mods to be used in the mod pack.

Also With ED-ClosableVent and ED-ReverseCycleCooler being disabled I am currently working on compatibility patches for the BetterCoolers and BetterVents mods.

Jaxxa let me know if theres anything you need me to do to make life easier on that point.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 04, 2016, 07:38:13 PM
Quote from: Igabod on May 04, 2016, 12:56:39 PM
Yeah, the original Embrasures mod had them working like sandbags that were impassable by pawns. The code has changed quite a bit since then though so I'm not sure if it's possible to do that again but you can check the original mod out to see what they did. I've attached it to this post.

Thanks for the share! It seems I have found the issue. It's CR's cover system. Any type of object that you want to shoot through needs to have at most <fillPercent>0.75</fillPercent>. I'm playing around with a value of 0.7 for that one at the moment and <altitudeLayer>Waist</altitudeLayer>.

Apparently everything is working fine in this manner! Sniper rifles manage to hit people behind this cover most of the time, yet other burst weapons do hit the embrasures with some stray bullets from time to time. Sandbags have <fillPercent>0.65</fillPercent>, so it's worth it to use embrasures overall (thus the price should be increased a bit).

Is there a way to use "targetHitChanceFactor"(or any other tag) to make enemies on the other side of an embrasure have an increased chance of hitting the wall rather than what's behind it?
Title: Re: [A13] Mod MEGA PACK
Post by: TheGentlmen on May 04, 2016, 11:21:42 PM
Quote from: StinkyFinger91 on May 04, 2016, 03:13:47 AM
Quote from: Gentz (/'jen(t)z/) on May 04, 2016, 12:57:54 AM
Quote from: StinkyFinger91

Stinky Fingers, Five Fingers...

My banned person sense is twitching.

I've said this before and i'll say it again: ban me if you wish. If it makes you feel powerful in your day-to-day life, then by all means. Silence my freedom of internet and speech all at once. It feels like China already! I will just make another account and stay silent, like I have for the last 2 years, until recently.
My finger, yes, identifies as "stinky." You must allow it into your society, no matter how socially unacceptable and inappropriate it may be. That's the trend these days, no?
And who's this "five fingers?" I've heard of Ninefingers and a few other awesome modders who've been banned, is he another? Hmm.
My curiosity sense is twitching.
I shall go now, never to be heard again like a wandering colonist in the middle of a Manhunting Warg pack. I will make a new account and wait for another ModVariety Pack or Ultimate Overhaul Pack to surface or be rebuilt. Good luck and fair seas!
If this is what you have to offer for "professionalism" Tynan, well, it might be time to put this game on steam already so you can afford to hire yourself some new "professionals."
It was Nine Fingers?

Sorry, got the wrong number...

Anyways, so your admitting your Nine fingers or are you just a hardcore fan of nine fingers or what...

PS: I never said I wanted you banned, I said I sensed a banned person.
Title: Re: [A13] Mod MEGA PACK
Post by: Jaxxa on May 05, 2016, 12:16:52 AM
Quote from: skullywag on May 04, 2016, 07:11:07 PM
Quote from: Jaxxa on May 04, 2016, 07:05:55 PM
I have been asked and have granted permission for my mods to be used in the mod pack.

Also With ED-ClosableVent and ED-ReverseCycleCooler being disabled I am currently working on compatibility patches for the BetterCoolers and BetterVents mods.

Jaxxa let me know if theres anything you need me to do to make life easier on that point.

Thanks for the offer, will let you know if I find something.
Title: Re: [A13] Mod MEGA PACK
Post by: shampizle on May 05, 2016, 04:29:49 AM
Got this today it fixed itself once i built the walls

(http://puu.sh/oGVCO/bf14c6e4f7.jpg)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 05, 2016, 05:00:33 AM
Quote from: shampizle on May 05, 2016, 04:29:49 AM
Got this today it fixed itself once i built the walls

Never had that happen before. Was there anything special you did? Did you happen to add more mods to play with?
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 05, 2016, 03:31:40 PM
I downloaded this modpack, and I'm having issues with visiting caravans not carrying (enough) ammo for their firearms, then just standing there spamming "Out of Ammo!" floating text rather than engaging in melee combat.

Anyone know what item in this pack might be causing this issue, and better yet, how to enable ammoless guns once again?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 05, 2016, 04:22:26 PM
Quote from: Undecided on May 05, 2016, 03:31:40 PM
I downloaded this modpack, and I'm having issues with visiting caravans not carrying (enough) ammo for their firearms, then just standing there spamming "Out of Ammo!" floating text rather than engaging in melee combat.

Anyone know what item in this pack might be causing this issue, and better yet, how to enable ammoless guns once again?

In order to not use ammo for your weapons you'd need to disable the CombatRealism mod and download other versions of various others.

Ammo is crafted at the machining table which needs to be researched. Before that, you have 2 options:
1. Use turrets. Especially the manned one. There won't really be a need for weapons until later on.
2. Create short bows and arrows at the "crafting spot"(press "G" when in the Production tab), and hide behind sandbags and embrasures.

PS: don't forget to assign loadouts (press the "Assign" button from the bottom menu bar).
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 05, 2016, 05:14:31 PM
Quote from: crusader2010 on May 05, 2016, 04:22:26 PM
In order to not use ammo for your weapons you'd need to disable the CombatRealism mod and download other versions of various others.

Ammo is crafted at the machining table which needs to be researched. Before that, you have 2 options:
1. Use turrets. Especially the manned one. There won't really be a need for weapons until later on.
2. Create short bows and arrows at the "crafting spot"(press "G" when in the Production tab), and hide behind sandbags and embrasures.

PS: don't forget to assign loadouts (press the "Assign" button from the bottom menu bar).

The problem isn't my guys, but rather, the AI's. I had one of my guys go bezerk, and rather than the entire caravan dropping him right away, most of them just stood back trying to fire out-of-ammo guns at him. This let my bezerking guy -- who are barehanded, by the way -- drop several of theirs single handed.

I can only image what would have happened if this were a fight against a more substantial enemy like a raider group. Either they'd all stand still shooting blanks until they starved to death, or whichever side had the most melee would wipe out the others.

--

Unrelated question, does anyone know how the auto-dressing/equipping functions work, where pawns pick up and equip gear without player input? I haven't played the game for several versions, so I'm not sure if this is a mod function or a core game function, and how it can be toggled off or modified.
Title: Re: [A13] Mod MEGA PACK
Post by: ThatOtherPerson on May 05, 2016, 06:27:03 PM
Thank you.
Title: Re: [A13] Mod MEGA PACK
Post by: shampizle on May 06, 2016, 12:02:45 AM
Quote from: crusader2010 on May 05, 2016, 05:00:33 AM
Quote from: shampizle on May 05, 2016, 04:29:49 AM
Got this today it fixed itself once i built the walls

Never had that happen before. Was there anything special you did? Did you happen to add more mods to play with?
I do not have any other mods installed thats not in the pack. It started from the begining of a new game so there was no special instances or anything going on that would of been out of the ordinary
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 06, 2016, 02:19:10 AM
Quote from: shampizle on May 06, 2016, 12:02:45 AM
Quote from: crusader2010 on May 05, 2016, 05:00:33 AM
Quote from: shampizle on May 05, 2016, 04:29:49 AM
Got this today it fixed itself once i built the walls

Never had that happen before. Was there anything special you did? Did you happen to add more mods to play with?
I do not have any other mods installed thats not in the pack. It started from the begining of a new game so there was no special instances or anything going on that would of been out of the ordinary

It might be a graphics glitch of some sorts. Remember to always close the game and reopen it after you finished looking through the Mods menu (or press Escape instead of the Close button). Might be something related to that.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 06, 2016, 02:22:31 AM
Quote from: Undecided on May 05, 2016, 05:14:31 PM
Quote from: crusader2010 on May 05, 2016, 04:22:26 PM
In order to not use ammo for your weapons you'd need to disable the CombatRealism mod and download other versions of various others.

Ammo is crafted at the machining table which needs to be researched. Before that, you have 2 options:
1. Use turrets. Especially the manned one. There won't really be a need for weapons until later on.
2. Create short bows and arrows at the "crafting spot"(press "G" when in the Production tab), and hide behind sandbags and embrasures.

PS: don't forget to assign loadouts (press the "Assign" button from the bottom menu bar).

The problem isn't my guys, but rather, the AI's. I had one of my guys go bezerk, and rather than the entire caravan dropping him right away, most of them just stood back trying to fire out-of-ammo guns at him. This let my bezerking guy -- who are barehanded, by the way -- drop several of theirs single handed.

I can only image what would have happened if this were a fight against a more substantial enemy like a raider group. Either they'd all stand still shooting blanks until they starved to death, or whichever side had the most melee would wipe out the others.

--

Unrelated question, does anyone know how the auto-dressing/equipping functions work, where pawns pick up and equip gear without player input? I haven't played the game for several versions, so I'm not sure if this is a mod function or a core game function, and how it can be toggled off or modified.

It looks like a CombatRealism bug (the final release version for A13 is not yet released so there might be glitches left to correct). I believe you should post about this bug in that mod's thread, after checking whether it's an already known issue or not.
Title: Re: [A13] Mod MEGA PACK
Post by: Jaszczur on May 06, 2016, 05:06:23 AM
Been waiting for a HardCore SK modpack, but it's taking them too long. Thank You for your time invested in this work :).
Title: Re: [A13] Mod MEGA PACK
Post by: RemingtonRyder on May 06, 2016, 10:44:10 AM
Yay I'm in a modpack. :D

It might be nice to write up the alternative method of changing modlist, which is to use the -savedatafolder="path/to/saves/foo/" to point to and load from a different save data folder. This includes the ModsConfig.xml so it's actually really easy to switch between playing different modpacks, especially if you have bags of hard disk space and extract a fresh RimWorld install folder for each modpack. :)
Title: Re: [A13] Mod MEGA PACK
Post by: Ramsis on May 06, 2016, 12:05:36 PM
Quote from: Justas love on May 06, 2016, 08:09:02 AM
ARE YOU GODDAMM BLIND?

Lol? There a problem kiddo? I'm confused....
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 06, 2016, 05:45:27 PM
Updated the main thread!

Added the following mods(and some new notes): Area Unlocker, Blueprints, MedicalInfo, BiomeSpawnTweak, Bulk Meals, LT-No Cleaning Please!, Fast Floors.
Also updated CombatRealism to version 1.6.4; you need to start a new colony for this to work!
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 06, 2016, 11:48:25 PM
Don't know if you have something similar, but can I suggest adding this to your modpack:

https://ludeon.com/forums/index.php?topic=19344.0

It is Removable Stuff by dragoduval

Pretty handy!
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 04:25:17 AM
Quote from: BlackSmokeDMax on May 06, 2016, 11:48:25 PM
Don't know if you have something similar, but can I suggest adding this to your modpack:

https://ludeon.com/forums/index.php?topic=19344.0

It is Removable Stuff by dragoduval

Pretty handy!

Thanks! I'll look into it and test a bit how it feels to play with that mod. I don't want to make the game too easy or to improve the silver income too much (supposing that the minified furniture can be sold to traders).
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 07, 2016, 05:01:03 AM
Will you add miscelanious? rimsenal?
Also there is a mod (WIP) wich is called trade caravan revamp. Check it out cause it's hard to explain. Will u add it?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 05:57:03 AM
Quote from: Justas love on May 07, 2016, 05:01:03 AM
Will you add miscelanious? rimsenal?
Also there is a mod (WIP) wich is called trade caravan revamp. Check it out cause it's hard to explain. Will u add it?

I did fiddle around with some of the mods from the Miscellaneous pack, and some weren't working properly (together with CombatRealism and others). The part with robots is not going to be added (makes the game too easy in my opinion). The "Incidents", "Core", "Training" and "Map Generator" parts do look interesting but I will need to test them quite a bit and see if anything goes wrong (e.g. the Training mod wasn't working properly when I tested it - all the target dummies would get destroyed by certain weapons and they'd need to be rebuilt all the time - and I don't think this is the intended behavior).

The "Trade caravan revamp" mod will very likely be included in the pack, when it is finished/released (the idea of a working economy does seem really nice, plus the fact that you can finally do something else when calling a faction!).

As always, if you want additional mods you are free to add them and play! This pack is not meant to be a "complete" solution, simply because there are way too many play styles and trying to cover all of them will result in a mess  ;D.  The main focus of the mod pack is, in my opinion, balance and quality of life mods, with a few "nice to have" useful additions and changes.

PS: Rimsenal is included in the mod pack, but disabled since it is incompatible with CombatRealism (as far as I know), and it makes the game imbalanced.
Title: Re: [A13] Mod MEGA PACK
Post by: Adalah217 on May 07, 2016, 07:28:24 AM
I seem to be getting a weird error with just this pack installed on a fresh install.

http://i.imgur.com/RhxM4v8.png

After this long, repeated error message, the mod pack seems to load fine. However, it seems to have a problem when I try to bring in other mods which "should" be compatible. Any thoughts?
Title: Re: [A13] Mod MEGA PACK
Post by: Garr1971 on May 07, 2016, 07:57:15 AM
Thank you so much. Especially for the modlist)
Title: Re: [A13] Mod MEGA PACK
Post by: xRg on May 07, 2016, 08:19:45 AM
Thank . Good modpack, but dermal regeneration doesn't work.
Somebody knows, why?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 09:35:52 AM
Quote from: Adalah217 on May 07, 2016, 07:28:24 AM
I seem to be getting a weird error with just this pack installed on a fresh install.

http://i.imgur.com/RhxM4v8.png

After this long, repeated error message, the mod pack seems to load fine. However, it seems to have a problem when I try to bring in other mods which "should" be compatible. Any thoughts?

It seems the mods you are adding are somehow related to weapons and are incompatible with CombatRealism. Nothing else comes to mind.

Quote from: xRg on May 07, 2016, 08:19:45 AM
Thank . Good modpack, but dermal regeneration doesn't work.
Somebody knows, why?

For me it's working fine. Simply select the colonist and tell him to use the dermal regenerator. It'll take a while before it reaches 100% scanning progress, and will cure any scars the colonist may have (unfortunately I could not find how to add those in god mode, to do a quick test).
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 07, 2016, 10:26:58 AM
Quote from: crusader2010 on May 07, 2016, 04:25:17 AM
Quote from: BlackSmokeDMax on May 06, 2016, 11:48:25 PM
Don't know if you have something similar, but can I suggest adding this to your modpack:

https://ludeon.com/forums/index.php?topic=19344.0

It is Removable Stuff by dragoduval

Pretty handy!

Thanks! I'll look into it and test a bit how it feels to play with that mod. I don't want to make the game too easy or to improve the silver income too much (supposing that the minified furniture can be sold to traders).

Probably a good idea, I hadn't even thought to use it for that. I just use it for re-arranging my production areas.
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 07, 2016, 10:39:32 AM
Seem to be getting some strange things, that of course I didn't notice before my colony was well under way, grrr.

-No way to designate a cleaning area. It's not in the normal zone area of the architect menu. Without that working, my pawns are unable to clean anywhere.
-Can't get anyone to load ammo (specifically my loadout is Short Bow w/ Stone Arrows)
Hopefully that is it, haven't come across anything else yet.

I definitely started with no modsconfig file, then copied all the mods in, copied the modsconfig file to the correct location. Then started to game, went into the mods via the menu. Then exited that, then exited the game. Then re-started the game and finally created a new world, then created a random new colony just to test that everything loaded up without error-ing out. From that random start (just clicked a spot and started the game without checking any stats on location or pawns) I decided I liked what I saw, so just started playing.

LOL, didn't even know about running out of ammo until after my first two guns went dry!

I'd appreciate any advice or tips to get this figured out.
Title: Re: [A13] Mod MEGA PACK
Post by: silentwolf123 on May 07, 2016, 10:48:54 AM
where do i put high caliber into the mod order, not seeing it in mod order you put out :(
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 11:41:04 AM
Quote from: silentwolf123 on May 07, 2016, 10:48:54 AM
where do i put high caliber into the mod order, not seeing it in mod order you put out :(

Thanks for noticing! No idea how that went missing from the list. Short answer: HighCaliber goes after "CombatRealism EPOE patch", and the CR patch for HighCaliber right after this.

Updated the main thread with a new version for the pack (see {EDIT 4} at the end for the changes).
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 07, 2016, 12:00:05 PM
As long as there is a new version, guess I'll just forget that last game and start a new one.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 12:04:52 PM
Quote from: BlackSmokeDMax on May 07, 2016, 10:39:32 AM
Seem to be getting some strange things, that of course I didn't notice before my colony was well under way, grrr.

-No way to designate a cleaning area. It's not in the normal zone area of the architect menu. Without that working, my pawns are unable to clean anywhere.
-Can't get anyone to load ammo (specifically my loadout is Short Bow w/ Stone Arrows)
Hopefully that is it, haven't come across anything else yet.

I definitely started with no modsconfig file, then copied all the mods in, copied the modsconfig file to the correct location. Then started to game, went into the mods via the menu. Then exited that, then exited the game. Then re-started the game and finally created a new world, then created a random new colony just to test that everything loaded up without error-ing out. From that random start (just clicked a spot and started the game without checking any stats on location or pawns) I decided I liked what I saw, so just started playing.

LOL, didn't even know about running out of ammo until after my first two guns went dry!

I'd appreciate any advice or tips to get this figured out.

The cleaning area should be there (do you see the buttons from my attached image?)... unless the NoCleaningPlease mod isn't loaded. Try changing its position in the list (though it shouldn't change anything) - make it the last one loaded.

Regarding the ammo, you need to craft it and assign it to a loadout, just like you did (for the other types of ammo you need a special new table like in the attached picture; the mortars' ammo is still done at the machining table). Also, make sure that the "bulk" requirements for the loadout are not too high, or the colonists won't be able to pick up those items (or get them backpacks and vests so they can carry more). Another idea: make sure you're not crafting steel arrows while having stone ones in the loadout! Hope this helps.

Quote from: BlackSmokeDMax on May 07, 2016, 12:00:05 PM
As long as there is a new version, guess I'll just forget that last game and start a new one.

The changes shouldn't really affect anything that you were experiencing  :(

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 07, 2016, 12:40:46 PM
Newer version installed.

So far, so good, my cleaning problem is gone, and I'm seeing reload buttons now along with magazine size, single shot, etc., didn't even realize those were missing the last time. I've seen them before with the Hardcore SK, but hadn't realized I should be seeing them now. Find out the real verdict once I start making some ammo and loadouts for arming my pawns.

Must have been something not working or installed incorrectly. The cleaning thing seemed to be partially installed as I couldn't clean anywhere, and the buttons were not there to define the area.

For the ammo, I had 50 arrows in a stockpile, and had the loadout at both 10 and 30, neither worked, and neither showed a very high bulk rate.

Of course, as I said, I'm on the newer build now, and so far, so good!

Thanks for your efforts, both putting the pack together and the help!
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 01:05:27 PM
Quote from: BlackSmokeDMax on May 07, 2016, 12:40:46 PM
Newer version installed.

So far, so good, my cleaning problem is gone, and I'm seeing reload buttons now along with magazine size, single shot, etc., didn't even realize those were missing the last time. I've seen them before with the Hardcore SK, but hadn't realized I should be seeing them now. Find out the real verdict once I start making some ammo and loadouts for arming my pawns.

Must have been something not working or installed incorrectly. The cleaning thing seemed to be partially installed as I couldn't clean anywhere, and the buttons were not there to define the area.

For the ammo, I had 50 arrows in a stockpile, and had the loadout at both 10 and 30, neither worked, and neither showed a very high bulk rate.

Of course, as I said, I'm on the newer build now, and so far, so good!

Thanks for your efforts, both putting the pack together and the help!

Sometimes I get the same issue - the reload buttons not appearing (and probably other errors that I'm not noticing). This happens very randomly, sometimes after adding a new mod to play with (which shouldn't affect anything major), or after opening the game after a computer restart.

I'm suspecting it's a saved-game issue (upon loading), because if I ALT+F4 the game and reload the save, it starts working fine again. Can't really say what's wrong, but a "forced" reload usually fixes the issues.

PS: I've just tested the mod pack from scratch (new folders and everything), and it even successfully loaded the saved game that I was playing. A new world/colony was also working fine.

Sorry I could not help more and glad you like the pack!
Title: Re: [A13] Mod MEGA PACK
Post by: silentwolf123 on May 07, 2016, 01:17:22 PM
Quote from: Adalah217 on May 07, 2016, 07:28:24 AM
I seem to be getting a weird error with just this pack installed on a fresh install.

http://i.imgur.com/RhxM4v8.png

After this long, repeated error message, the mod pack seems to load fine. However, it seems to have a problem when I try to bring in other mods which "should" be compatible. Any thoughts?

I am getting the exact same error message after fresh instal everything. No extra mods, all mods in the exact order you told us to put them in :P
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 01:27:52 PM
Updated the main thread with a new pack version which only changes the HighCaliber mod to the latest version (1.13c), which includes the compatibility patch for CombatRealism 1.6.4.

In order not to download the whole pack again, you can get only the changed mod here: LINK (https://ludeon.com/forums/index.php?topic=16864.0).  To install, simply delete both HighCaliber folder from your \Rimworld\Mods folder, and extract the archive from the thread at the previous link. The saved games should be compatible (you will get a warning message when you load them, but simply press "OK" and play on).

Quote from: silentwolf123 on May 07, 2016, 01:17:22 PM
Quote from: Adalah217 on May 07, 2016, 07:28:24 AM
I seem to be getting a weird error with just this pack installed on a fresh install.

http://i.imgur.com/RhxM4v8.png

After this long, repeated error message, the mod pack seems to load fine. However, it seems to have a problem when I try to bring in other mods which "should" be compatible. Any thoughts?

I am getting the exact same error message after fresh instal everything. No extra mods, all mods in the exact order you told us to put them in :P

Are you running the game in developer mode (with god mode on?)? Try playing with developer mode deactivated (see the Options menu). If you still get the errors, exit the game(ALT+F4) and enter it again (repeat 2-3 times); open the mods menu, close it, quit the game, open it again. If this doesn't work, simply ignore those errors and play on  ;D Probably some mods still have minor incompatibilities with A13.
Title: Re: [A13] Mod MEGA PACK
Post by: knainoa on May 07, 2016, 03:02:52 PM
Hello! I love your modpack. I chose to manually add Miscellaneous, Ts Mods, and Rimsenal. Of course it's not fully compatible, so I thought I would ask the creator if it would be possible to add these mods in some form or fashion. I know Rimsenal doesn't have a Combat Realism patch, but still.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 03:31:48 PM
Quote from: knainoa on May 07, 2016, 03:02:52 PM
Hello! I love your modpack. I chose to manually add Miscellaneous, Ts Mods, and Rimsenal. Of course it's not fully compatible, so I thought I would ask the creator if it would be possible to add these mods in some form or fashion. I know Rimsenal doesn't have a Combat Realism patch, but still.

Hi! I'm considering some mods from Miscellaneous, but will need to test them first. Rimsenal is already present and you can enable it (but what it adds might be too overpowered because of CombatRealism, or you might have some errors - I can't say for sure because I didn't enable it yet in my tests). About T's mods, I'm considering CoreCropTweaks; other mods could have incompatibilities with some from the pack (e.g. MoreFloors with FastFloors, ExpandedCloth with Extended Fabrics, ExpandedCrops with BulkMeals, etc).

All in all, I want to test these mods before adding them here, and that requires quite a bit of time (and there are so many to consider!) - some features might not interact properly with each other. My general focus with this pack is balance, so I'm not going to add anything that pushes the game (at least in my opinion) towards either of the extremes (too easy/too hard).

But, if everything is working fine for you, add/enable whatever mods you like and enjoy the game!  8)
Title: Re: [A13] Mod MEGA PACK
Post by: silentwolf123 on May 07, 2016, 03:36:23 PM
Ever thought of adding prepare carefully?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 07, 2016, 03:43:07 PM
Quote from: silentwolf123 on May 07, 2016, 03:36:23 PM
Ever thought of adding prepare carefully?

Yep, and decided not to. To me it makes the start much easier than it should be (by providing the option to choose colonist traits, apparel etc, players will most likely overdo it to the point of having no challenge at the start).
Title: Re: [A13] Mod MEGA PACK
Post by: delraith on May 07, 2016, 08:15:03 PM
Thank you for putting this together! :)
Title: Re: [A13] Mod MEGA PACK
Post by: Igabod on May 07, 2016, 11:02:57 PM
Quote from: crusader2010 on May 07, 2016, 03:31:48 PM
Quote from: knainoa on May 07, 2016, 03:02:52 PM
Hello! I love your modpack. I chose to manually add Miscellaneous, Ts Mods, and Rimsenal. Of course it's not fully compatible, so I thought I would ask the creator if it would be possible to add these mods in some form or fashion. I know Rimsenal doesn't have a Combat Realism patch, but still.

Hi! I'm considering some mods from Miscellaneous, but will need to test them first. Rimsenal is already present and you can enable it (but what it adds might be too overpowered because of CombatRealism, or you might have some errors - I can't say for sure because I didn't enable it yet in my tests). About T's mods, I'm considering CoreCropTweaks; other mods could have incompatibilities with some from the pack (e.g. MoreFloors with FastFloors, ExpandedCloth with Extended Fabrics, ExpandedCrops with BulkMeals, etc).

All in all, I want to test these mods before adding them here, and that requires quite a bit of time (and there are so many to consider!) - some features might not interact properly with each other. My general focus with this pack is balance, so I'm not going to add anything that pushes the game (at least in my opinion) towards either of the extremes (too easy/too hard).

But, if everything is working fine for you, add/enable whatever mods you like and enjoy the game!  8)

There are some incompatibilities with more floors and fast floors but it's easy to fix since fast floors only adds one line to each floor type. T may even make a compat patch for more floors once he notices I am back and updated fast floors again. As far as bulk meals goes, it shouldn't have any problems with ExpandedCrops as far as I know. If it does please let me know and I'll try to resolve those issues.
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 08, 2016, 05:06:54 AM
Please add westernization. Holy crap i've been waiting for the west to come!!!!
Title: Re: [A13] Mod MEGA PACK
Post by: hoochy on May 08, 2016, 06:19:29 AM
Quote from: crusader2010 on May 07, 2016, 03:31:48 PM
Quote from: knainoa on May 07, 2016, 03:02:52 PM
Hello! I love your modpack. I chose to manually add Miscellaneous, Ts Mods, and Rimsenal. Of course it's not fully compatible, so I thought I would ask the creator if it would be possible to add these mods in some form or fashion. I know Rimsenal doesn't have a Combat Realism patch, but still.

Hi! I'm considering some mods from Miscellaneous, but will need to test them first. Rimsenal is already present and you can enable it (but what it adds might be too overpowered because of CombatRealism, or you might have some errors - I can't say for sure because I didn't enable it yet in my tests). About T's mods, I'm considering CoreCropTweaks; other mods could have incompatibilities with some from the pack (e.g. MoreFloors with FastFloors, ExpandedCloth with Extended Fabrics, ExpandedCrops with BulkMeals, etc).

All in all, I want to test these mods before adding them here, and that requires quite a bit of time (and there are so many to consider!) - some features might not interact properly with each other. My general focus with this pack is balance, so I'm not going to add anything that pushes the game (at least in my opinion) towards either of the extremes (too easy/too hard).

But, if everything is working fine for you, add/enable whatever mods you like and enjoy the game!  8)

Pretty sure Plant24h doesn't work with t's mods that deal with crops, at least when I tested it. Which is annoying because I really like plant24h mod but it pretty much limits what garden based mods you can use.
Title: Re: [A13] Mod MEGA PACK
Post by: Anvil_Pants on May 08, 2016, 07:58:34 AM
RedistHeat (the duct-work mod) got some A13 attention.

https://github.com/urty5656/RimWorld-RedistHeat/pull/16
https://ludeon.com/forums/index.php?topic=11056.msg215522#msg215522

There's a first pass at Haul Priority, which will need an XML merge for Vein Miner and the like.

https://ludeon.com/forums/index.php?topic=18377.msg201539#msg201539
https://ludeon.com/forums/index.php?topic=18377.msg208486#msg208486
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 08, 2016, 08:47:52 AM
Quote from: Anvil_Pants on May 08, 2016, 07:58:34 AM
RedistHeat (the duct-work mod) got some A13 attention.

https://github.com/urty5656/RimWorld-RedistHeat/pull/16
https://ludeon.com/forums/index.php?topic=11056.msg215522#msg215522

There's a first pass at Haul Priority, which will need an XML merge for Vein Miner and the like.

https://ludeon.com/forums/index.php?topic=18377.msg201539#msg201539
https://ludeon.com/forums/index.php?topic=18377.msg208486#msg208486

Thanks. I'll look into it, especially the redist heat mod. Need to test if there is any conflict with the vents-related mods from the pack. For the hauling mod, i'll wait for a compatible version released by the author to include it in the pack (so that it works with vein miner). I don't want to take credit for modifying the mods to create a new one, as long as the authors are still active and can provide compatibility patches :)
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 08, 2016, 11:28:34 AM
Skilled builder, removable stuff. Important mods
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 08, 2016, 01:37:40 PM
Updated the main thread - see {EDIT 6} for details, or below.

Updated CombatRealism to version 1.6.5 (the last before development cessation); updated Rimfire to PREVIEW version 2.1 patched for CombatRealism 1.6.4. Added two new mods: Stonecutting Tweak, Additional Lighting. Also updated the Notes and Known Issues sections! - please take a look in order to make your current saved games compatible!
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 08, 2016, 02:03:56 PM
Quote from: Justas love on May 08, 2016, 11:28:34 AM
Skilled builder, removable stuff. Important mods

I am testing "skilled builder" as we speak (together with some others). "Removable stuff" will not be added unless those removable items cannot be sold to traders (otherwise it makes gaining silver too easy).

If you know this doesn't happen, then please let me know so I can give the mod a test run and check further (if there are some weapon bases and such, they probably won't be compatible with CombatRealism too, which means I might not be adding the mod unless nothing spectacularly bad happens).
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 08, 2016, 02:33:37 PM
the westernization mod is 100% made for combat realism
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 08, 2016, 10:02:12 PM
Quote from: Justas love on May 08, 2016, 02:33:37 PM
the westernization mod is 100% made for combat realism

Ehh... at this point, with all the mods, the game has far more weapons available than you can ever use, even if you give four or five unique guns to each colonist. I think it's okay as far as weapon add-ons, personally. But that's just my personal opinion.

Anyway, I'd like to nominate a few interesting mods for consideration to the modback.

Caveworld Flora. Caves are pretty bland by themselves, and that mod adds little bits of fungi that pop up like wild bushes and flowers do outdoors. 

AutoEquip mod is a good quality-of-life mod. It lets you decide manually what items your pawns are allowed to put on their own, so you won't have them inappropriately wearing combat vests instead of winter clothing, or vice versa (which can be very frustrating if it's the wrong situation, let me tell you).

Rimsenal's submods, specifically the Storyteller pack. Good for choosing if you want to play a disaster-focused or war-focused colony. The Hair pack is also good (with so many pawns on screen at once during trade caravans, there are way too many of them with identical haircuts!)

Glittertech I find really extends the achievable progression of the playthrough. Most of its things you can only really afford to start producing when you're already at what would normally be the end-game in regular Rimworld (swimming in lots of silver), so unlike most super-tech mods it doesn't upset the balance of the game.

Industrialisation I like primarily because it adds a lot of materials; and not just end-game super materials like most mods, but workable concrete, copper, aluminium, refined steel, etc.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 09, 2016, 02:18:06 AM
Quote from: Undecided on May 08, 2016, 10:02:12 PM
Quote from: Justas love on May 08, 2016, 02:33:37 PM
the westernization mod is 100% made for combat realism

Ehh... at this point, with all the mods, the game has far more weapons available than you can ever use, even if you give four or five unique guns to each colonist. I think it's okay as far as weapon add-ons, personally. But that's just my personal opinion.

Anyway, I'd like to nominate a few interesting mods for consideration to the modback.

Caveworld Flora. Caves are pretty bland by themselves, and that mod adds little bits of fungi that pop up like wild bushes and flowers do outdoors. 

AutoEquip mod is a good quality-of-life mod. It lets you decide manually what items your pawns are allowed to put on their own, so you won't have them inappropriately wearing combat vests instead of winter clothing, or vice versa (which can be very frustrating if it's the wrong situation, let me tell you).

Rimsenal's submods, specifically the Storyteller pack. Good for choosing if you want to play a disaster-focused or war-focused colony. The Hair pack is also good (with so many pawns on screen at once during trade caravans, there are way too many of them with identical haircuts!)

Glittertech I find really extends the achievable progression of the playthrough. Most of its things you can only really afford to start producing when you're already at what would normally be the end-game in regular Rimworld (swimming in lots of silver), so unlike most super-tech mods it doesn't upset the balance of the game.

Industrialisation I like primarily because it adds a lot of materials; and not just end-game super materials like most mods, but workable concrete, copper, aluminium, refined steel, etc.

Hi. I'll definitely consider the first two (also played with them in previous alphas). New storytellers I do not plan on adding, but everyone is free to use anything they like! About industrialization, I'm torn about it because it does not feel right. I have the impression that it provides too much to do and complicates the game beyond a certain limit. It's also the possibility of incompatibilities with mods like VeinMiner for example. But this is just a feeling and I would need to test it extensively! About Glittertech, I'm not sure it is compatible with some of the other mods, that's why I did not add it yet; this one will also require extensive testing.

The issue is: time (especially for large mods). I only have a few hours every day to play and test + do the whole pack altering process, backups, checking for new mod versions, etc. And there is also the fact that a specific strategy game launches today and I want to play it :D
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 09, 2016, 09:13:13 AM
Quote from: crusader2010 on May 09, 2016, 02:18:06 AM

Hi. I'll definitely consider the first two (also played with them in previous alphas). New storytellers I do not plan on adding, but everyone is free to use anything they like! About industrialization, I'm torn about it because it does not feel right. I have the impression that it provides too much to do and complicates the game beyond a certain limit. It's also the possibility of incompatibilities with mods like VeinMiner for example. But this is just a feeling and I would need to test it extensively! About Glittertech, I'm not sure it is compatible with some of the other mods, that's why I did not add it yet; this one will also require extensive testing.

The issue is: time (especially for large mods). I only have a few hours every day to play and test + do the whole pack altering process, backups, checking for new mod versions, etc. And there is also the fact that a specific strategy game launches today and I want to play it :D

I've already played a handful of games with both Industrialization and Glittertech alongside this mod (totalling at least 20 hours of gameplay), placing them at the bottom of the mod queue, with no significant issues or errors. It's possible minor ones do exist that I haven't noticed, but there are at least no issues that affect gameplay noticeably (repeating loops, un-usable items, etc).

I'd understand excluding Industrialization on account of its deep mining; unlike the OmniGel mod, it allows you to produce very large quantities of rare ores in bulk, even if it does have a much higher setup cost than OmniGel farms. I mostly use it for the ore variety myself, since mining nothing but steel and plasteel can get a bit boring or repetitive.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 09, 2016, 09:31:50 AM
QuoteI've already played a handful of games with both Industrialization and Glittertech alongside this mod (totalling at least 20 hours of gameplay), placing them at the bottom of the mod queue, with no significant issues or errors. It's possible minor ones do exist that I haven't noticed, but there are at least no issues that affect gameplay noticeably (repeating loops, un-usable items, etc).

I'd understand excluding Industrialization on account of its deep mining; unlike the OmniGel mod, it allows you to produce very large quantities of rare ores in bulk, even if it does have a much higher setup cost than OmniGel farms. I mostly use it for the ore variety myself, since mining nothing but steel and plasteel can get a bit boring or repetitive.

That I totally agree with. There is also Jade to be mined (not sure if this is from vanilla or some mod adds it). Moreover, if large quantities of ores can be mined, then it's not something i'd add in this pack but leave it for players' personal taste to include it or not. Other issues that i can think of are related to the items you can create from the new ores (what's the point of having ores if you can't build anything with them,right?). Specifically weapons(if any) and CombatRealism.

Did you have the time to test this out? Is everything as it should be?(weapons requiring ammo, having armor penetration stats etc). Same for the Glittertech.

What is missing from all of this is a way to suddenly increase difficulty after you get your first glittertech item... there's really no point in killing mainly naked natives with that gear :D

I'll add some more mods that I tested out when I have some free time. All I seem to miss in order to have a complete experience is a way to split the game by technology eras, add weapons and apparel specific to each one, and redo the whole research tree while displaying in a much more friendly way (e.g. Civilization 5 style).
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 09, 2016, 10:05:10 AM
Quote from: crusader2010 on May 09, 2016, 09:31:50 AM
Did you have the time to test this out? Is everything as it should be?(weapons requiring ammo, having armor penetration stats etc). Same for the Glittertech.

What is missing from all of this is a way to suddenly increase difficulty after you get your first glittertech item... there's really no point in killing mainly naked natives with that gear :D

You recently added a mod that gave armor penetration values to certain weapons. It seems that these AP values do not show up on weapons from other mods (since they presumably have no AP values modded in), though this isn't a showstopper bug since they tend to be higher powered, so can still be worth using even without any armor penetration. They also don't use ammo but I haven't found this a major issue either because, again, Glittertech stuff tends to be pretty end-game, and by that point you're usually swimming in enough silver to buy all the ammo you need from merchants (bullets are cheap compared to nanoarmor and plasma rifles!)

And as for difficulty, it was my understanding the Storyteller AIs take that into account. Glittertech stuff would theoretically increase the collected wealth of your colony by a huge amount, and thus cause the Storyteller to scale up raid strength. Same if the defences are so powerful that you're not taking losses, it may cause the AI to up the difficulty over time. And of course certain factions (Orion Corp, commandos) will us the same advanced gear against you.

Also, found an unrelated bug: The mod you added so that the AI does not clean the home zone... seems to prevent cleaning entirely. Ordering them to manually clean a spot, even in a designated clean area, just causes them to clean the spot with no progress made. I'm not sure if it just takes a very very long time (several hours to clean one stain) or they make no progress entirely.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 09, 2016, 10:31:54 AM
The only issue is that I would like to have consistency. The armor penetration mod is CombatRealism. Any mod not adapted to it will be either underpowered or overpowered.

The bug with NoCleaningPlease mod is quite strange and bad :) hopefully it can be fixed by some reordering.
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 09, 2016, 11:17:57 AM
Quote from: crusader2010 on May 09, 2016, 09:31:50 AMand redo the whole research tree while displaying in a much more friendly way (e.g. Civilization 5 style).

That'd be great, the research display in Hardcore SK2.5a is one of my favorite parts of that modpack.
Title: Re: [A13] Mod MEGA PACK
Post by: La_Moose on May 09, 2016, 01:35:46 PM
Please add hair mods.

All of them, but especially rim hair.


And if its possible could you work in prepare carefully?

and sorry if these were requested already.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 09, 2016, 02:02:43 PM
Quote from: La_Moose on May 09, 2016, 01:35:46 PM
Please add hair mods.

All of them, but especially rim hair.


And if its possible could you work in prepare carefully?

and sorry if these were requested already.

About "Prepare carefully" I already wrote that I won't be adding it because it makes the start too easy (people don't usually choose to make their lives harder :) ). Regarding the hair mods, I'll take a look at them when I have some time (right now I'm trying to focus on functional mods rather than appearance ones - yet, there will be a time for cosmetic mods and I'll definitely consider your suggestions!).

But, like I said a few times before, if you like some mods that are not in the pack, please add them and enjoy the game! Adding them to the end of the mod list is probably the best way to avoid incompatibilities. This pack is not meant to be a complete solution because such thing doesn't exist in a strategy game. The intent of this pack is balance, extended functionalities and quality of life improvements.

Also, there are a ton of mods out there and I want to keep things under control as much as possible, so as not to create a huge mess of the game. And there is that huge impairment called "free time"...  :( ... in the sense that I want to add more mods in one go, after testing them a bit, instead of one mod at a time and creating hundreds of pack versions (and some interactions make it hard to test properly).
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 09, 2016, 03:45:08 PM

Since you're keen on game balance, Crusader, something worth noting is that Big Plasma Reactors seem a bit overpowered.

Most other mods with an end-game, self-contained and unrestricted power generator require really rare components from traders, mechanoid cores, or special materials with long and complex refining processors. But with plasma generators requiring only a little uranium as its more exotic component (and maybe a few extra solar/wind generators for the chargeup sequence), they are far too easy to achieve. This is even more so when you consider each plasma generator can charge up the next one you build, effectively negating the additional power costs after you build the first generator.

I think we all know how much easier defence becomes once you achieve self-sufficient power that can be scaled up infinitely. So given your emphasis on avoiding a "too easy" gameplay experience, I'd expect you might want to consider making the Big Plasma Generator less accessible.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 09, 2016, 05:16:57 PM
Quote from: Undecided on May 09, 2016, 03:45:08 PM

Since you're keen on game balance, Crusader, something worth noting is that Big Plasma Reactors seem a bit overpowered.

Most other mods with an end-game, self-contained and unrestricted power generator require really rare components from traders, mechanoid cores, or special materials with long and complex refining processors. But with plasma generators requiring only a little uranium as its more exotic component (and maybe a few extra solar/wind generators for the chargeup sequence), they are far too easy to achieve. This is even more so when you consider each plasma generator can charge up the next one you build, effectively negating the additional power costs after you build the first generator.

I think we all know how much easier defence becomes once you achieve self-sufficient power that can be scaled up infinitely. So given your emphasis on avoiding a "too easy" gameplay experience, I'd expect you might want to consider making the Big Plasma Generator less accessible.

I know they are a bit over the top, but I'm not really into modding so can't properly modify the mod. Feel free to contact the author and propose more balanced stats. The reason i'm including it is that there is no other mod for more power options AND that those generators at least provide some kind of disadvantage (like consuming uranium or needing to charge up). This means that there will be more than enough cases when you won't risk building them, especially on higher difficulties.

For easier games they are indeed over the top, but for hard games they are more or less balanced. In either case, power was never the issue in my playthroughs, but rather the lack of certain resources (components/plasteel/gold/silver), diseases, mechanoids, grenadiers dropping on top of my defenses, lots of combinations of these, etc. And this is because I'm not playing the tough storytellers as I don't enjoy that type of game. Harder difficulties will very likely require more care regarding timing and such.

Moreover, look at it this way:  if one building provides you 10kW of power, which is the equivalent of like 5-6 wind turbines, is it really better to build it instead of those, considering the cost and the fact that if it gets destroyed you're screwed?  ;D

PS: I would change at least one thing about the plasma generator: make it usable only outside.
Title: Re: [A13] Mod MEGA PACK
Post by: astronoth on May 09, 2016, 08:16:11 PM
I didn't notice any robots in the list?  Also your biometweakspawn link is broke
Title: Re: [A13] Mod MEGA PACK
Post by: Igabod on May 09, 2016, 08:46:53 PM
Quote from: astronoth on May 09, 2016, 08:16:11 PM
I didn't notice any robots in the list?  Also your biometweakspawn link is broke

Actually all of the links for my mods are wrong. Biome Spawn Tweak should link to https://ludeon.com/forums/index.php?topic=15666 (https://ludeon.com/forums/index.php?topic=15666) Bulk Meals should link to https://ludeon.com/forums/index.php?topic=11155 (https://ludeon.com/forums/index.php?topic=11155) And Fast Floors should link to https://ludeon.com/forums/index.php?topic=7097 (https://ludeon.com/forums/index.php?topic=7097)
Title: Re: [A13] Mod MEGA PACK
Post by: knainoa on May 09, 2016, 11:19:38 PM
when i add rimsenal in the guns dont fire, and the debug log pops up with some kind of code issue. Anyone else dealing with this? i think its CR related
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 09, 2016, 11:34:42 PM
Dont add rimsenal cause it's not compatable at all
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 10, 2016, 01:19:15 AM
Quote from: Igabod on May 09, 2016, 08:46:53 PM
Actually all of the links for my mods are wrong. Biome Spawn Tweak should link to https://ludeon.com/forums/index.php?topic=15666 Bulk Meals should link to https://ludeon.com/forums/index.php?topic=11155 And Fast Floors should link to https://ludeon.com/forums/index.php?topic=7097

I updated the links with those. They weren't necessarily wrong as I first linked to your mod list so that people can see all of them and pick the one they wanted (and/or download more mods if they wanted to). Sorry if I caused any problems!

Quote from: astronoth on May 09, 2016, 08:16:11 PM
I didn't notice any robots in the list?  Also your biometweakspawn link is broke

I'm not adding robots to the pack as they make the game too easy in my opinion. But you are free to do so if you want! The links should be fixed now. I'll probably take another look at all of them this evening.

Title: Re: [A13] Mod MEGA PACK
Post by: awesowe on May 10, 2016, 02:16:51 AM
No Cleaning Please! was bugged for me, people were just standing around, dying from malnutrition even though it said they were cleaning. Anyhow, after disabling it everything else seems to work fine.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 10, 2016, 02:21:43 AM
Quote from: awesowe on May 10, 2016, 02:16:51 AM
No Cleaning Please! was bugged for me, people were just standing around, dying from malnutrition even though it said they were cleaning. Anyhow, after disabling it everything else seems to work fine.

Did you close the game and reopen it after going inside the mods menu? Are you using any extra mods besides those in this pack? It should work fine. I'll test it again this evening.
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 10, 2016, 01:33:58 PM
fluffys manager mod?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 10, 2016, 01:44:50 PM
Quote from: Justas love on May 10, 2016, 01:33:58 PM
fluffys manager mod?

Haven't tested it yet but I think there will be a lot of incompatibilities  ;D

PS: I don't know how to properly use that mod... did try a few alphas ago, but couldn't really get the hang of the more complicated features (and the priority system meant I had to always keep Management on top of the list if I wanted anything done... or something along these lines made me not use it anymore).
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 10, 2016, 02:47:33 PM
Updated main thread with a new pack version (v5). See {EDIT 7} for details.
Title: Re: [A13] Mod MEGA PACK
Post by: knainoa on May 10, 2016, 04:45:00 PM
have you considered adding oceanmod (the one that adds an open ocean biome)? it could be a cool challenge
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 10, 2016, 05:00:43 PM
Quote from: knainoa on May 10, 2016, 04:45:00 PM
have you considered adding oceanmod (the one that adds an open ocean biome)? it could be a cool challenge

I'm not sure it's compatible with BiomeSpawnTweak and MapGenerator (if I remember correctly it isn't). But you can disable those two and add the one for an ocean biome, if you enjoy it :)
Title: Re: [A13] Mod MEGA PACK
Post by: knainoa on May 10, 2016, 05:26:09 PM
hey maybe you can help me, as Im not getting any response on the oceanmod thread. Seems like no matter what I do, even with just core and oceanmod, I get the neon color death screen with no prompting. Just happens randomly after about a minute in an ocean world. To note, this doesnt happen in any other biome, even with ocean mod installed. Am i doing something wrong?

update: ignore. modified mod and made a highly compatible version
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 10, 2016, 07:40:08 PM
Quote from: knainoa on May 10, 2016, 05:26:09 PM
hey maybe you can help me, as Im not getting any response on the oceanmod thread. Seems like no matter what I do, even with just core and oceanmod, I get the neon color death screen with no prompting. Just happens randomly after about a minute in an ocean world. To note, this doesnt happen in any other biome, even with ocean mod installed. Am i doing something wrong?

update: ignore. modified mod and made a highly compatible version

Great! I'm not really into modding so I couldn't have helped anyway. If you made it compatible with BiomeSpawnTweak and MapGenerator let me know!

PS: about the crash, was it because of <hideTerrain>True</hideTerrain> ?
Title: Re: [A13] Mod MEGA PACK
Post by: knainoa on May 10, 2016, 09:50:49 PM
doesnt seem to be that way, the crash seemed to be due to a lack of weather defs in the biome and some missing animal/plant density stats.  could have had to do with the terrain, as I did delete that part of the code. I did make it compatible with Misc Objects, and SHOULD be compatible with BiomeTweaks! I left the patched version on the Ocean Biome mod page at the bottom so Jakub could take credit. If the mod version doesn't work, I can give you the my Core Biome Defs which are what I actually edited.
Title: Re: [A13] Mod MEGA PACK
Post by: Igabod on May 11, 2016, 12:26:10 AM
Quote from: crusader2010 on May 10, 2016, 05:00:43 PM
Quote from: knainoa on May 10, 2016, 04:45:00 PM
have you considered adding oceanmod (the one that adds an open ocean biome)? it could be a cool challenge

I'm not sure it's compatible with BiomeSpawnTweak and MapGenerator (if I remember correctly it isn't). But you can disable those two and add the one for an ocean biome, if you enjoy it :)

It is compatible with Biome Spawn Tweak as long as Ocean Mod is loaded after Spawn Tweak. I should have actually removed that part of the code to make sure it worked without having to worry about mod load order but I forgot to do that. I might have to do an update to fix that issue later.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 01:42:25 AM
Nice! I am going to add it and play a bit when I get some free time. Thanks folks!
Title: Re: [A13] Mod MEGA PACK
Post by: Jaszczur on May 11, 2016, 02:29:45 AM
Would be glad to see a changelog in first post with DATES which will tell whether I'm using the newest version of this modpack ;).
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 03:30:33 AM
Quote from: Jaszczur on May 11, 2016, 02:29:45 AM
Would be glad to see a changelog in first post with DATES which will tell whether I'm using the newest version of this modpack ;).

There is sort of a change log at the end of the first post, in the Edits section. But you are right, dates are needed. Latest version is v5, added yesterday (just check the zip file).

PS: check now :)
Title: Re: [A13] Mod MEGA PACK
Post by: Killazer on May 11, 2016, 03:45:33 AM
Alright, I'm having a weird problem since the modpack update. My colonist can't seem to make any progress with cleaning blood, rock rubble etc. They just clean one spot for eternity, and never finish up with it. Any ideas where the problem might be?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 03:49:34 AM
Quote from: Killazer on May 11, 2016, 03:45:33 AM
Alright, I'm having a weird problem since the modpack update. My colonist can't seem to make any progress with cleaning blood, rock rubble etc. They just clean one spot for eternity, and never finish up with it. Any ideas where the problem might be?

It's been reported a few times before but i cannot reproduce it no matter what I do. There is a paragraph about this in the KnownIssues section in the first post too. Those are the only ideas that come to mind. The closest i've come is to not have the cleaning area buttons show in the Orders tab, but colonists did not have any issues with cleaning.
Title: Re: [A13] Mod MEGA PACK
Post by: Killazer on May 11, 2016, 04:16:45 AM
Quote from: crusader2010 on May 11, 2016, 03:49:34 AM
Quote from: Killazer on May 11, 2016, 03:45:33 AM
Alright, I'm having a weird problem since the modpack update. My colonist can't seem to make any progress with cleaning blood, rock rubble etc. They just clean one spot for eternity, and never finish up with it. Any ideas where the problem might be?

It's been reported a few times before but i cannot reproduce it no matter what I do. There is a paragraph about this in the KnownIssues section in the first post too. Those are the only ideas that come to mind. The closest i've come is to not have the cleaning area buttons show in the Orders tab, but colonists did not have any issues with cleaning.

Damn... My colony looks like a nun monastery during PMS, without tampons. Mixed with a puke here and there, and it's really eating up my colonists mood.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 04:20:19 AM
Try this: exit to main menu. Open mods menu. Move the cleaning mod to the last spot in the list. Close the mods menu. Close the game. Reopen it. Load your saved game and see if cleaning works.
Title: Re: [A13] Mod MEGA PACK
Post by: Killazer on May 11, 2016, 04:34:38 AM
Quote from: crusader2010 on May 11, 2016, 04:20:19 AM
Try this: exit to main menu. Open mods menu. Move the cleaning mod to the last spot in the list. Close the mods menu. Close the game. Reopen it. Load your saved game and see if cleaning works.
Nope, does not help. :( I also tried removing the mod completely from the list, but it either does not allow me to load the game, or the cleaning still does not work.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 05:48:36 AM
Quote from: Killazer on May 11, 2016, 04:34:38 AM
Quote from: crusader2010 on May 11, 2016, 04:20:19 AM
Try this: exit to main menu. Open mods menu. Move the cleaning mod to the last spot in the list. Close the mods menu. Close the game. Reopen it. Load your saved game and see if cleaning works.
Nope, does not help. :( I also tried removing the mod completely from the list, but it either does not allow me to load the game, or the cleaning still does not work.

Try doing a full reset, i.e. deleting all the mods and extracting this pack, then copying modsconfig.xml in %appdata%\...\Config. Keep the saved game as it should be compatible. If it still doesn't work, create a new world, a new colony, and test it (designate a very large cleaning area, go to manual priorities, put Cleaning at the highest[1], and see what happens with those colonists). If it still does not work, redo the steps but put the cleaning mod at the bottom of the list.
Title: Re: [A13] Mod MEGA PACK
Post by: Killazer on May 11, 2016, 06:03:58 AM
Quote from: crusader2010 on May 11, 2016, 05:48:36 AM
Quote from: Killazer on May 11, 2016, 04:34:38 AM
Quote from: crusader2010 on May 11, 2016, 04:20:19 AM
Try this: exit to main menu. Open mods menu. Move the cleaning mod to the last spot in the list. Close the mods menu. Close the game. Reopen it. Load your saved game and see if cleaning works.
Nope, does not help. :( I also tried removing the mod completely from the list, but it either does not allow me to load the game, or the cleaning still does not work.

Try doing a full reset, i.e. deleting all the mods and extracting this pack, then copying modsconfig.xml in %appdata%\...\Config. Keep the saved game as it should be compatible. If it still doesn't work, create a new world, a new colony, and test it (designate a very large cleaning area, go to manual priorities, put Cleaning at the highest[1], and see what happens with those colonists). If it still does not work, redo the steps but put the cleaning mod at the bottom of the list.

Just lost my colony, I'll do something else for a while. I'll return to the issue, when I start up a new colony.
Title: Re: [A13] Mod MEGA PACK
Post by: r.Onofre on May 11, 2016, 01:37:44 PM
That same cleaning problem happened to me, colonist would just sit there trying to clean the tile but it never end.

Edit: without the mod the colonists can clean the tile in a new save.
I still don't know if it was really that mod fault but my old save was lost due to the lack of LT's mod
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 02:18:19 PM
Quote from: r.Onofre on May 11, 2016, 01:37:44 PM
That same cleaning problem happened to me, colonist would just sit there trying to clean the tile but it never end.

Edit: without the mod the colonists can clean the tile in a new save.
I still don't know if it was really that mod fault but my old save was lost due to the lack of LT's mod

Yep, that could really be the issue. It's not always compatible with an old save (at least that's what I read in some older posts). And I think the reason is that in vanilla there is no "Cleaning area", or it's simply the same as the Home Area - and this might have caused issues if you added the mod afterwards since it requires the new area to be put on the map.

I've just tested it in a new game (new Mods folder, new Config folder, used only the mods from the pack's archive), and there were no issues (see attached picture). Did the same test after adding wooden floors everywhere (in god mode), and before and after finishing all the research. The cleaning mod worked fine still.

If anyone happens to get this issue with a new game (while using LT_NoCleaningPlease), then please post everything you may find helpful in identifying what goes wrong, from before being unable to clean (i.e. storyteller, difficulty, biome, type of floor that needed cleaning, last few researches done, type of rubble the colonists got stuck on, etc). Any dev console errors related to cleaning will be also useful.



[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: r.Onofre on May 11, 2016, 03:28:11 PM
For who is reading this before downloading: This mod pack is being fun so far! I don't know how to play with combat realism but at least I can learn as I play. On rough difficult its hard for me, and I played on challenge in vanilla before. I really recommend it but beware with that cleaning mod until someone figure out what is causing the bug.
Here is what happened with my first colony: Started with 3 people, pretty average on everything;
Random wanderer joins, she was 60's something with a bad back;
First raid, 1 drop ship on top of my crops, someone got lucky and one shot him and he died;
After building a little more, didn't had research yet and no defenses;
Got raided by 4 dudes with smg and pistols. One original guy from my colony died, someone one shot a raider again and killed him, the others try to run away but I managed to shot one and ended up without bullets. The wanderer who joined died on the way back to the base. One raider died as soon as he's put on a prisoner bed, another one gets berserker and die while fist fighting two people from my colony;
I gave up on them because I know the next raid I'm going to die anyway.
Gonna start a new one and learn from my previous mistakes.
10/10 would give up in 30 minutes again.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 04:08:08 PM
Try building the manned gun complex as soon as you can. It's not optimized for combat realism but really helps with surviving on harder difficulties. For bullets, you need a special crafting table (some are still done at the machining table, e.g. for mortars).
Title: Re: [A13] Mod MEGA PACK
Post by: kite1024 on May 11, 2016, 04:49:09 PM
Greatly enjoy the work you've done on bringing these wonderfull mods together, thanks!

Concerning the cleaning problem, I'm currently having it on a new install (cleaned the LocalLow also, exept the config folder with the mod config file). It seems that some things take forever to clean while others clean normally as you'd expect.

I'm currently using the builder AI (second one) and the third difficulty option (in the middle). It's possible that blood from dead pawns is uncleanable, but so are some of the dirt stains. Maybe it has something to do with permission to touch someone's 'stuff/trash'? And that goofing up when there is no-one left to 'own' it?

I've tried moving the cleaning mod to the lowest position (75 I believe?) but to no avail. I'm still playing with the save (tauntrums everywhere due to filth xD) so if you need more info I might be able to provide it to you.

Does the cleaning mod add in an important mechanic? Maybe it could be put on optional for the v.6 release?


On another note: Are there any mods you'd recommend alongside your modpack that could help out with the hauling? (I hate having many haulers as it feels inefficient)

EDIT: Oh, please, please, please dont add in more materials, there are more then enough already for my taste  ;D

EDIT2: And a mod request: Vegetable garden: https://ludeon.com/forums/index.php?topic=12934.0 (https://ludeon.com/forums/index.php?topic=12934.0)
It adds meals which grant a temporary stat boost (for example +10% perception) which gives cooking a lot of extra meaning (instead of just simple/fine/lavish meals)
Title: Re: [A13] Mod MEGA PACK
Post by: r.Onofre on May 11, 2016, 05:10:59 PM
Quote from: kite1024 on May 11, 2016, 04:49:09 PM

Does the cleaning mod add in an important mechanic? Maybe it could be put on optional for the v.6 release?

It is just for better control over colonists, so you can create a home region in a huge place to put fire out and cleaning region inside your base so you don't get penalty mood.

Quote from: crusader2010 on May 11, 2016, 04:08:08 PM
Try building the manned gun complex as soon as you can. It's not optimized for combat realism but really helps with surviving on harder difficulties. For bullets, you need a special crafting table (some are still done at the machining table, e.g. for mortars).

Thanks for the tips!
Title: Re: [A13] Mod MEGA PACK
Post by: kite1024 on May 11, 2016, 05:15:55 PM
Quote from: r.Onofre on May 11, 2016, 05:10:59 PM
Quote from: kite1024 on May 11, 2016, 04:49:09 PM

Does the cleaning mod add in an important mechanic? Maybe it could be put on optional for the v.6 release?

It is just for better control over colonists, so you can create a home region in a huge place to put fire out and cleaning region inside your base so you don't get penalty mood.


Wondering, could the problem be that I have not selected any cleaning region? If so, how does one select a cleaning area? I'll test it then.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 11, 2016, 05:20:55 PM
Quote from: kite1024 on May 11, 2016, 04:49:09 PM
Greatly enjoy the work you've done on bringing these wonderfull mods together, thanks!

Concerning the cleaning problem, I'm currently having it on a new install (cleaned the LocalLow also, exept the config folder with the mod config file). It seems that some things take forever to clean while others clean normally as you'd expect.

I'm currently using the builder AI (second one) and the third difficulty option (in the middle). It's possible that blood from dead pawns is uncleanable, but so are some of the dirt stains. Maybe it has something to do with permission to touch someone's 'stuff/trash'? And that goofing up when there is no-one left to 'own' it?

I've tried moving the cleaning mod to the lowest position (75 I believe?) but to no avail. I'm still playing with the save (tauntrums everywhere due to filth xD) so if you need more info I might be able to provide it to you.

Does the cleaning mod add in an important mechanic? Maybe it could be put on optional for the v.6 release?


On another note: Are there any mods you'd recommend alongside your modpack that could help out with the hauling? (I hate having many haulers as it feels inefficient)

EDIT: Oh, please, please, please dont add in more materials, there are more then enough already for my taste  ;D

Long story short: no one is forced to use all the mods from the pack :) only use what you like or works in your case. The cleaning mod separates the HomeArea from a (new) CleaningArea such that colonists don't keep on cleaning the forest ground, if you don't want them to :o

Did you try a new colony with the cleaning mod on position 75? Also, you should designate a cleaning area, otherwise nothing is going to happen. Moreover, adding the cleaning mod to a saved game that didn't have it before might cause problems. Remember to always exit the game after entering and closing the Mods menu!

For hauling mods, there was one (HaulPriority (https://ludeon.com/forums/index.php?topic=18377.0)), but I don't think it's compatible with VeinMiner (their .xml definitions need to be merged, and I'm waiting for one of the authors to provide a compatible version). Hauling is designed to be inefficient(I think :-\ ), but manual priorities do help... and you just need patience (the items will get hauled eventually).

If I knew how to mod this game I'd create one to help with hauling: call it "Hauling cart" and make it attach a visible cart in front of a colonist (it should act more or less like a weapon, so that colonists can choose when to "equip" the cart), like they are pushing it. While this is "equipped", the maximum stack for hauling becomes 500 items (and even make it able to haul more types of items at the same time).

QuoteWondering, could the problem be that I have not selected any cleaning region? If so, how does one select a cleaning area? I'll test it then.

Use the Zones/Areas menu (i.e. where the growing area is). There should be two represented by a broom :) Also read the past few pages - there are some pictures I attached for some folks that were also having issues with the mod.

QuoteEDIT2: And a mod request: Vegetable garden: https://ludeon.com/forums/index.php?topic=12934.0
It adds meals which grant a temporary stat boost (for example +10% perception) which gives cooking a lot of extra meaning (instead of just simple/fine/lavish meals)

Unfortunately I don't think it's compatible with some of the mods from the pack.
Title: Re: [A13] Mod MEGA PACK
Post by: kite1024 on May 11, 2016, 06:28:06 PM
Quote from: crusader2010 on May 11, 2016, 05:20:55 PM
...

Thanks for your response. I think I'll disable it then and start anew. Will try to add Misc. robots and MAI for the hauling part ;)
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 11, 2016, 10:59:14 PM
hello
for some reason the roof is not being made when i build inside of the mountain. it get`s made outside just normaly.
anyone got any solutions for that??
Title: Re: [A13] Mod MEGA PACK
Post by: Killazer on May 12, 2016, 01:03:23 AM
Quote from: RoronoaDroagon on May 11, 2016, 10:59:14 PM
hello
for some reason the roof is not being made when i build inside of the mountain. it get`s made outside just normaly.
anyone got any solutions for that??

Check your no-roof areas first.

Back to the cleaning problem, nothing I tried worked with the cleaning thing. I simply removed the cleaning mod, I'm better off that way :)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 01:06:22 AM
Quote from: RoronoaDroagon on May 11, 2016, 10:59:14 PM
hello
for some reason the roof is not being made when i build inside of the mountain. it get`s made outside just normaly.
anyone got any solutions for that??

If you didn't destroy the roof with a blast charge, then it should be there. Inside the mountain there probably already was a roof. Or am I understanding this wrong and pyour inside area doesn't have any roof?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 01:12:01 AM
Quote from: kite1024 on May 11, 2016, 06:28:06 PM
Quote from: crusader2010 on May 11, 2016, 05:20:55 PM
...

Thanks for your response. I think I'll disable it then and start anew. Will try to add Misc. robots and MAI for the hauling part ;)

I am not 100% sure but MAI might not be compatible with this pack. Robots probably are.

QuoteBack to the cleaning problem, nothing I tried worked with the cleaning thing. I simply removed the cleaning mod, I'm better off that way

Could you send me your saved game in a PM? (The one where the cleaning mod does not work). Include your ModsConfig.xml too!
Title: Re: [A13] Mod MEGA PACK
Post by: Killazer on May 12, 2016, 01:41:03 AM

Quote from: crusader2010 on May 11, 2016, 05:20:55 PM


QuoteBack to the cleaning problem, nothing I tried worked with the cleaning thing. I simply removed the cleaning mod, I'm better off that way

Could you send me your saved game in a PM? (The one where the cleaning mod does not work). Include your ModsConfig.xml too!

Aww... I just removed the file a moment ago, due to the colony falling.. :(
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 02:02:02 AM
Quote from: Killazer on May 12, 2016, 01:41:03 AM

Quote from: crusader2010 on May 11, 2016, 05:20:55 PM


QuoteBack to the cleaning problem, nothing I tried worked with the cleaning thing. I simply removed the cleaning mod, I'm better off that way

Could you send me your saved game in a PM? (The one where the cleaning mod does not work). Include your ModsConfig.xml too!

Aww... I just removed the file a moment ago, due to the colony falling.. :(

If you do start another game using the mod, please send me the saved game when cleaning stops working.

If anyone else has such a save please send it to me :)
Title: Re: [A13] Mod MEGA PACK
Post by: Killazer on May 12, 2016, 02:35:05 AM
Quote from: crusader2010 on May 12, 2016, 02:02:02 AM
Quote from: Killazer on May 12, 2016, 01:41:03 AM

Quote from: crusader2010 on May 11, 2016, 05:20:55 PM


QuoteBack to the cleaning problem, nothing I tried worked with the cleaning thing. I simply removed the cleaning mod, I'm better off that way

Could you send me your saved game in a PM? (The one where the cleaning mod does not work). Include your ModsConfig.xml too!

Aww... I just removed the file a moment ago, due to the colony falling.. :(

If you do start another game using the mod, please send me the saved game when cleaning stops working.

If anyone else has such a save please send it to me :)

Have you been following the prementioned mod's own thread? I guess they even figured out the cause there.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 03:22:39 AM
Indeed, there is a bug with the mod: see here (https://ludeon.com/forums/index.php?topic=11171.msg219008#msg219008).

You should always check cleaning when you start a new game. If it does not work then you need to make a new colony again.

Updated known issues section.
Title: Re: [A13] Mod MEGA PACK
Post by: kite1024 on May 12, 2016, 03:28:19 AM
Or just remove the cleaning mod :D

No problems then. I also added Misc. robots (+xtra) and MAI, no problems yet so far. Added tillable soil to the bottom, works wonders.

EDIT: Crusader, do you know why vegetable garden is incompatible?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 03:33:22 AM
Quote from: kite1024 on May 12, 2016, 03:28:19 AM
Or just remove the cleaning mod :D

No problems then. I also added Misc. robots (+xtra) and MAI, no problems yet so far. Added tillable soil to the bottom, works wonders.

EDIT: Crusader, do you know why vegetable garden is incompatible?

If I remember correctly it's because of the new plants. Mods like Plant24h probably do not work for them.  There were some other interactions too, but cannot remember them right now(maybe related to the food crafting). Try it if you want but expect some strange behavior(probably), or other mods not working(if you load vegetable garden last).

Also, I do not think the MAI mod is compatible with some of the mods, like CR and others that change colonist stats. I may be wrong though, didn't have time to check the threads lately.
Title: Re: [A13] Mod MEGA PACK
Post by: kite1024 on May 12, 2016, 03:42:10 AM
Quote from: crusader2010 on May 12, 2016, 03:33:22 AM
Quote from: kite1024 on May 12, 2016, 03:28:19 AM
Or just remove the cleaning mod :D

No problems then. I also added Misc. robots (+xtra) and MAI, no problems yet so far. Added tillable soil to the bottom, works wonders.

EDIT: Crusader, do you know why vegetable garden is incompatible?

If I remember correctly it's because of the new plants. Mods like Plant24h probably do not work for them.  There were some other interactions too, but cannot remember them right now(maybe related to the food crafting). Try it if you want but expect some strange behavior(probably), or other mods not working(if you load vegetable garden last).

Also, I do not think the MAI mod is compatible with some of the mods, like CR and others that change colonist stats. I may be wrong though, didn't have time to check the threads lately.
I'll let you know when I get around to building a MAI (Getting bashed in the head on a regular basis here :D))
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 03:44:49 AM
Lower the difficulty or use god mode :D
Title: Re: [A13] Mod MEGA PACK
Post by: Garr1971 on May 12, 2016, 08:15:12 AM
Quote from: kite1024 on May 12, 2016, 03:42:10 AM
Quote from: crusader2010 on May 12, 2016, 03:33:22 AM
Quote from: kite1024 on May 12, 2016, 03:28:19 AM
Or just remove the cleaning mod :D

No problems then. I also added Misc. robots (+xtra) and MAI, no problems yet so far. Added tillable soil to the bottom, works wonders.

EDIT: Crusader, do you know why vegetable garden is incompatible?

If I remember correctly it's because of the new plants. Mods like Plant24h probably do not work for them.  There were some other interactions too, but cannot remember them right now(maybe related to the food crafting). Try it if you want but expect some strange behavior(probably), or other mods not working(if you load vegetable garden last).

Also, I do not think the MAI mod is compatible with some of the mods, like CR and others that change colonist stats. I may be wrong though, didn't have time to check the threads lately.
I'll let you know when I get around to building a MAI (Getting bashed in the head on a regular basis here :D))
***
MAI mod is compatible.
Title: Re: [A13] Mod MEGA PACK
Post by: Dynastiew on May 12, 2016, 11:25:14 AM
Thanks for the modpack i just downloaded it :D, one question though any reason for not putting " a dog said" mod ?

https://ludeon.com/forums/index.php?topic=16000.0
Title: Re: [A13] Mod MEGA PACK
Post by: r.Onofre on May 12, 2016, 01:37:26 PM
Quote from: Dynastiew on May 12, 2016, 11:25:14 AM
Thanks for the modpack i just downloaded it :D, one question though any reason for not putting " a dog said" mod ?

https://ludeon.com/forums/index.php?topic=16000.0

I'm using that mod and so far no errors. Didn't need to use it yet tho...
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 02:07:44 PM
Quote from: r.Onofre on May 12, 2016, 01:37:26 PM
Quote from: Dynastiew on May 12, 2016, 11:25:14 AM
Thanks for the modpack i just downloaded it :D, one question though any reason for not putting " a dog said" mod ?

https://ludeon.com/forums/index.php?topic=16000.0

I'm using that mod and so far no errors. Didn't need to use it yet tho...

Basically that's the reason I haven't included it :) there's virtually little need to perform surgeries on animals. I was also afraid of conflicting with [Extended Prosthetics & Organ Engineering] and [DE Surgeries] - 2 mods related to organs and medical stuff seemed enough to me (and since they are working very well, I didn't want there to be a chance of conflicting with [A dog said]).
Title: Re: [A13] Mod MEGA PACK
Post by: Entropy147 on May 12, 2016, 02:19:06 PM
Is it possible you (or I) could add prepare carefully into this modpack?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 02:42:06 PM
Quote from: Sentry on May 12, 2016, 02:19:06 PM
Is it possible you (or I) could add prepare carefully into this modpack?

I wrote several pages ago that I'm not going to include that mod in the pack because it simplifies the start too much in my opinion. You can add it though (probably it's best either after Edb Mod Order, or right at the end of the list - don't know which one actually works).
Title: Re: [A13] Mod MEGA PACK
Post by: Entropy147 on May 12, 2016, 02:53:40 PM
ahh, I understand, and sorry, I must of skimmed over that post.
Title: Re: [A13] Mod MEGA PACK
Post by: Dynastiew on May 12, 2016, 03:23:17 PM
You can put it yourself i wo,ndered the same this afternoon (except i searched each page for "prepare") don't forget to put the patch for it to work with Mai.

Well i have a husky who lack a leg, and i though it was possible with it to put them superior leg (more damage, faster or things like that) but i might be wrong.

thanks for the answer anyway :).
Title: Re: [A13] Mod MEGA PACK
Post by: someone on May 12, 2016, 04:26:20 PM
Hi, would Darkness Revamp be compatibles?    - https://ludeon.com/forums/index.php?topic=19873.0

I don't see why it would conflict, but I saw a post on there about a possible conflict with CR, which doesn't make sense to me.

EDIT: Nevermind, I didn't realize DR was more than a graphical overhaul, so I guess there answer is no.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 04:33:21 PM
Quote from: someone on May 12, 2016, 04:26:20 PM
Hi, would Darkness Revamp be compatibles?    - https://ludeon.com/forums/index.php?topic=19873.0

I don't see why it would conflict, but I saw a post on there about a possible conflict with CR, which doesn't make sense to me.

EDIT: Nevermind, I didn't realize DR was more than a graphical overhaul, so I guess there answer is no.

Actually I got it, together with the addon, and will be testing it when I have enough free time. If it's compatible I'm going to add it :)

Will also add several hair mods (lol), one for furniture and the skill decay changer - if everything works out ok.
Title: Re: [A13] Mod MEGA PACK
Post by: someone on May 12, 2016, 04:43:28 PM
Quote from: crusader2010 on May 12, 2016, 04:33:21 PM
Quote from: someone on May 12, 2016, 04:26:20 PM
Hi, would Darkness Revamp be compatibles?    - https://ludeon.com/forums/index.php?topic=19873.0

I don't see why it would conflict, but I saw a post on there about a possible conflict with CR, which doesn't make sense to me.

EDIT: Nevermind, I didn't realize DR was more than a graphical overhaul, so I guess there answer is no.

Actually I got it, together with the addon, and will be testing it when I have enough free time. If it's compatible I'm going to add it :)

Will also add several hair mods (lol), one for furniture and the skill decay changer - if everything works out ok.

That would be awesome :)

I also was wondering about the apparello mod and more fractions compatibility with this pack. I haven't tested them yet, as I am still sorting through my mods, but I would assume it would work seeing it's adding more of something and not overhauling anything.?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 12, 2016, 04:52:19 PM
Factions should probably work ok, unless the weapons they can have are not compatible with CR, or, somehow, colonist stats are changed in a way that conflicts with CR !!! Any vanilla "standard" faction should work.

The Apparello mod seemed to work ok in the earliest versions of the pack, but I really didn't enjoy the clutter (too many craftable items) ;D It might also interfere with some crafting benches and such, so it's not 100% safe.

But if it works for you, then great! :)
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 12, 2016, 08:42:42 PM
hello
i think i got 2 bug`s for you.
1. the ammo for the railgun and normal assoult rifle aren`t geting re-loaded in to those 2 guns.
2. every time i try to open a saved game it gives me a message, about the game encounted a error while loading up the map/world. and after that the saves are unusable.
and i`m not sure if this is a bug or not but the civs aren`t picking up any extra stuff and use`s the backpack to hold it, that is the same with the ammo.

your doing a great job and love the modpack. :)
keep up the good work.
Title: Re: [A13] Mod MEGA PACK
Post by: Dynastiew on May 12, 2016, 08:49:50 PM
Yeah the bug about certain weapon which can't shoot because it's always reloading have already been report?
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 13, 2016, 12:18:41 AM
well, any weapons aren`t reloading, mainly because theyr not picking up the ammo and carry it on them.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 01:40:25 AM
Quote from: Dynastiew on May 12, 2016, 08:49:50 PM
Yeah the bug about certain weapon which can't shoot because it's always reloading have already been report?

It's not a bug. You need to craft or find ammo for your weapons due to CombatRealism mod. And you should create loadouts that include the weapon of choice and the ammo, in the Assign menu from the bottom of the main screen. Also make sure you look out for what type of ammo you are currently using - AP, HE, FMJ etc. Right click on the Reload button to change the ammo type.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 01:43:12 AM
Quote from: RoronoaDroagon on May 12, 2016, 08:42:42 PM
hello
i think i got 2 bug`s for you.
1. the ammo for the railgun and normal assoult rifle aren`t geting re-loaded in to those 2 guns.
2. every time i try to open a saved game it gives me a message, about the game encounted a error while loading up the map/world. and after that the saves are unusable.
and i`m not sure if this is a bug or not but the civs aren`t picking up any extra stuff and use`s the backpack to hold it, that is the same with the ammo.

your doing a great job and love the modpack. :)
keep up the good work.

Only thing that comes to mind is that you removed some critical mods from the pack, or changed their load order before loading the saved game(and it looks to me that you did something with CombatRealism - any change to that WILL make the saved games incompatible unless you restore the initial loading order). If you have this pack exactly and you have copied the ModsConfig.xml file in the right folder, there should be no issues.
Title: Re: [A13] Mod MEGA PACK
Post by: Dynastiew on May 13, 2016, 06:02:29 AM
Guyz i know i need ammo >_<, the problem is that i have ammo but they keep reloading ad vitam eternam, i'am the only one wich on certain weapon (not all) it does that?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 06:47:23 AM
Quote from: Dynastiew on May 13, 2016, 06:02:29 AM
Guyz i know i need ammo >_<, the problem is that i have ammo but they keep reloading ad vitam eternam, i'am the only one wich on certain weapon (not all) it does that?

I did have it happen with great bows, but after the CR update it started working properly again. Didn't have any issues with any weapon until know. If the appropriate ammo type is in the pawn's inventory and chosen for the weapon, it should work.

Maybe post all the weapons that are not working. Or the ones that are.
Yet I still believe it has something to do with changing the mod order or using an older save that didn't have CR at the start.
Title: Re: [A13] Mod MEGA PACK
Post by: Dynastiew on May 13, 2016, 10:34:12 AM
Now, i know what is wrong is the type of ammo :) it doesn't change automaticly between reloading, you have to right click and choose wich ammo you want to load in your weapon, i have the impression the ai doesn't know how to do it, since sometime they couldn't reload either but i'm not sure so i need to test it out.
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 13, 2016, 10:51:15 AM
okey, but what if the only thing i have done is copy paste the diffrent files to were theyr suppose to be and the only change i have done is to add 3 mods that got nothing to do with CB or the weapons mod's at all.
i'll re-instal compleatly everything and test it out from there, but it seems to me that the CB mod isen't working properly for me, for i got no hud coming up that is added by CB/combat realism.

great mod though, good work, if i could donate to give you something back for your work i whould ^^
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 11:22:59 AM
Quote from: Dynastiew on May 13, 2016, 10:34:12 AM
Now, i know what is wrong is the type of ammo :) it doesn't change automaticly between reloading, you have to right click and choose wich ammo you want to load in your weapon, i have the impression the ai doesn't know how to do it, since sometime they couldn't reload either but i'm not sure so i need to test it out.

Sorry mate, didn't want to offend you! It's just I'm aware of the language barrier (English is not my first language) and I know some ideas might not come out clear enough :)
Are you willing to test the pack with a new world+colony? I have no idea what might have been corrupted in that saved game.

Quoteokey, but what if the only thing i have done is copy paste the diffrent files to were theyr suppose to be and the only change i have done is to add 3 mods that got nothing to do with CB or the weapons mod's at all.
i'll re-instal compleatly everything and test it out from there, but it seems to me that the CB mod isen't working properly for me, for i got no hud coming up that is added by CB/combat realism.

great mod though, good work, if i could donate to give you something back for your work i whould ^^

Something could've happened that corrupted the saved game. It's not only CR with weapons, but CR Defenses too. And some other mods that were patched to be compatible with CR. There might be a link between all of these... I guess it's really hard to determine a cause.

And there's no need for monetization... I just put together some packs other people made. They are the ones deserving the recognition & etc.
Title: Re: [A13] Mod MEGA PACK
Post by: Dynastiew on May 13, 2016, 11:35:11 AM
Aahaha well i wasn't offended at all, mostly confused because everyone told me to get ammo xD.

Welp everything is fine now (will see if i have other npc not reloading their gun with their other ammo type, saw that mostly on westernisation guns), just need the time to understand the combat realism system ^^.

Thank you for your time :3.

So let's see loadout

Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 11:48:08 AM
Quote from: Dynastiew on May 13, 2016, 11:35:11 AM
Aahaha well i wasn't offended at all, mostly confused because everyone told me to get ammo xD.

Welp everything is fine now (will see if i have other npc not reloading their gun with their other ammo type, saw that mostly on westernisation guns), just need the time to understand the combat realism system ^^.

Thank you for your time :3.

So let's see loadout

AHA! NOW I THINK I KNOW WHAT HAPPENS! Westernization mod received an update that I didn't have the time to put into the pack!!! If you have the time, please download it from the mod's page, overwrite the one from this pack and try your old save that was bugged. Probably some of the weapons were not fully compatible with CR.

Please UPDATE the Westernization mod to the latest version
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 13, 2016, 11:59:32 AM
okey, and i`m checking the log in dev mode and i get alot of XML. errors, and specificly on recoiloffsetY.
is that caused because i need the new westernisation mod/update for it??
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 12:07:20 PM
Quote from: RoronoaDroagon on May 13, 2016, 11:59:32 AM
okey, and i`m checking the log in dev mode and i get alot of XML. errors, and specificly on recoiloffsetY.
is that caused because i need the new westernisation mod/update for it??

Definitely yes! That's what was fixed in the last update :)
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 13, 2016, 12:10:25 PM
okey, and yes, the problem is fixed.
i`m only seeing XML errors for armorPenetration.
it`s not anything that ruins or f*cks up the game though.
thanks alot for the help and again: your doing a really good job, this is deffinelty the modpack i`ll be useing ^^
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 12:16:08 PM
Quote from: RoronoaDroagon on May 13, 2016, 12:10:25 PM
okey, and yes, the problem is fixed.
i`m only seeing XML errors for armorPenetration.
it`s not anything that ruins or f*cks up the game though.
thanks alot for the help and again: your doing a really good job, this is deffinelty the modpack i`ll be useing ^^

If those errors are still from Westernization weapons, please notify the author by posting in the mod's thread :) If not, armor penetration was added to melee weapons, in the last version of CR - so it might be strictly CR related. Hopefully someone will be able to fix those issues (the mod's author stopped the development). Though, do try it with a new colony too, as there might be some remnants from your saved game.

PS: I'll be updating the pack with other mods/updates too, but right now I'm very short on available time :(
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 13, 2016, 12:26:25 PM
yeah, it looks like it's from one of those 2 mods, not sure, i whould guess WM though.
and i just did a test run with a new colonie and it works as it should do ^^

yeah, and just take your time and do what you have to do, real life comes first ^^
your doing a good job and thanks for the help with the bug/trouble shooting.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 13, 2016, 12:28:54 PM
Quote from: RoronoaDroagon on May 13, 2016, 12:26:25 PM
yeah, it looks like it's from one of those 2 mods, not sure, i whould guess WM though.
and i just did a test run with a new colonie and it works as it should do ^^

yeah, and just take your time and do what you have to do, real life comes first ^^
your doing a good job and thanks for the help with the bug/trouble shooting.

Anytime :) and thanks for the kind words! I'm glad everything worked out fine.
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 13, 2016, 04:13:03 PM
any reason for why i`m not geting a reload bar/hud option??
is it anything i have to do or something like that ingame??
Title: Re: [A13] Mod MEGA PACK
Post by: passi965 on May 13, 2016, 08:01:12 PM
I'm having a bit of a problem here, the (No cleaning please!) mod is causing some problems, my colonists jusst stand there the whole day trying to clean a bit of dirt and they are stuck there until they get hungy or want to do another job, its quite anoying becuase i dont want them to clean my whole home zone.

it always did that since i installed this modpack.
I would really apperciate it if someone could help me with this.

Best Regards
Passi965
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 14, 2016, 01:44:28 AM
you have to remove that mod, to fix it, but you HAVE to start a new colonie :/
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 14, 2016, 01:45:32 AM
any way to make the hige cal weapons??
Title: Re: [A13] Mod MEGA PACK
Post by: 530698 on May 14, 2016, 01:50:06 AM
Hey. Nice modpack.
However, just like a lot of people, I'm having problems with guns. I've only tried the 1870 henry, 1876 and 1873 winchesters, which I assume it's from westernization, so I updated the mod itself. Didn't work. Then I tried updating CR. Also didn't work, and I'm out of ideas. I can send a log if I actually find where it's located.
And yes, I do have ammo on the pawn. It just keeps stuck on a loop between aiming and reloading, consuming all 10 bullets on the gun the minute it's supposed to shoot. I've also assigned the loadout for him.
Also, the HUD keeps flickering sometimes, as in, some of the buttons disappear for half a second or so, mostly when I'm moving my mouse. It's not constant, though, so I'm fine with it. Dunno if it's related, but it's still something.
Title: Re: [A13] Mod MEGA PACK
Post by: RoronoaDroagon on May 14, 2016, 02:59:49 AM
Quote from: 530698 on May 14, 2016, 01:50:06 AM
Hey. Nice modpack.
However, just like a lot of people, I'm having problems with guns. I've only tried the 1870 henry, 1876 and 1873 winchesters, which I assume it's from westernization, so I updated the mod itself. Didn't work. Then I tried updating CR. Also didn't work, and I'm out of ideas. I can send a log if I actually find where it's located.
And yes, I do have ammo on the pawn. It just keeps stuck on a loop between aiming and reloading, consuming all 10 bullets on the gun the minute it's supposed to shoot. I've also assigned the loadout for him.
Also, the HUD keeps flickering sometimes, as in, some of the buttons disappear for half a second or so, mostly when I'm moving my mouse. It's not constant, though, so I'm fine with it. Dunno if it's related, but it's still something.

yes, theyr from WN, and you need to update that mod.
also go to options and turn on DEV mode, and see after the XML errors, it you see the velocity error, update WN. anyone els other than penetration post here.
the penetratoin Error is not vital
Title: Re: [A13] Mod MEGA PACK
Post by: 530698 on May 14, 2016, 10:49:34 AM
Quote from: RoronoaDroagon on May 14, 2016, 02:59:49 AM
Quote from: 530698 on May 14, 2016, 01:50:06 AM
Hey. Nice modpack.
However, just like a lot of people, I'm having problems with guns. I've only tried the 1870 henry, 1876 and 1873 winchesters, which I assume it's from westernization, so I updated the mod itself. Didn't work. Then I tried updating CR. Also didn't work, and I'm out of ideas. I can send a log if I actually find where it's located.
And yes, I do have ammo on the pawn. It just keeps stuck on a loop between aiming and reloading, consuming all 10 bullets on the gun the minute it's supposed to shoot. I've also assigned the loadout for him.
Also, the HUD keeps flickering sometimes, as in, some of the buttons disappear for half a second or so, mostly when I'm moving my mouse. It's not constant, though, so I'm fine with it. Dunno if it's related, but it's still something.

yes, theyr from WN, and you need to update that mod.
also go to options and turn on DEV mode, and see after the XML errors, it you see the velocity error, update WN. anyone els other than penetration post here.
the penetratoin Error is not vital

Already did update WN. Updated again, just to be sure, and same thing.
About the dev mode, it's saying that CR is causing this (either that, or something's conflicting with CR)
(http://i.imgur.com/94JGeeP.png)
Title: Re: [A13] Mod MEGA PACK
Post by: jbradley4809 on May 14, 2016, 12:01:10 PM
Hey guys. This may be the wrong place, i'm not sure...I'm new to rimworld and decided to mod it, mainly cause I like more indepth combat. So I'm running this mod pack...I'm just curious I was able to craft LMG and most of my people couldn't equip it because it was too heavy, or if they did they couldn't take ammo to reload because of weight or bulk....Am I doing something wrong? So am I missing something that could help them actually equip weapons/ammo AND still haul things/work?

Also yah, i'm getting some errors when raids spawn with those Henry weapons also :( Love the mod pack, saves me a lot of work trying to figure out what goes well with what and I love how it changes the base game! Thank you!
Title: Re: [A13] Mod MEGA PACK
Post by: 530698 on May 14, 2016, 12:21:50 PM
Quote from: jbradley4809 on May 14, 2016, 12:01:10 PM
Hey guys. This may be the wrong place, i'm not sure...I'm new to rimworld and decided to mod it, mainly cause I like more indepth combat. So I'm running this mod pack...I'm just curious I was able to craft LMG and most of my people couldn't equip it because it was too heavy, or if they did they couldn't take ammo to reload because of weight or bulk....Am I doing something wrong? So am I missing something that could help them actually equip weapons/ammo AND still haul things/work?

Also yah, i'm getting some errors when raids spawn with those Henry weapons also :( Love the mod pack, saves me a lot of work trying to figure out what goes well with what and I love how it changes the base game! Thank you!

Try equipping a backpack or a tactical vest, and check if something in their medical tab is actually screwing up your plans.

Also, regarding the westernization mod problem, only the weapons from that mod are actually causing problems; tested with ak-47 and it worked just fine. I just decided to de-activate it untill someone gives the green light that it's working.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 15, 2016, 12:41:14 PM
Updated main thread - added a new pack version - v6. See changelog 8 for details.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 15, 2016, 12:46:34 PM
For anyone having issues with some weapons from the Westernization mod, please let the author know about it - there might be hidden bugs. I've already wrote about the armor penetration debug error messages.

The NoCleaningPlease mod has a weird bug that doesn't occur every time. For safety you should disable the mod. I'm keeping it active in the pack because I didn't have any issues unless tampering with the mod order and reloading a saved game :)
Title: Re: [A13] Mod MEGA PACK
Post by: Garr1971 on May 16, 2016, 03:30:35 AM
I added a few other mods:
***
ARBFasterSleepSickImmunity - satisfied that the pawn heal faster during sleep
ARBNoInfestations - no more bugs in cave!
BrainMod v1.00 - devices for giving traits to colonists
Clock - clock, simply clock
Clutter Furniture - IKEA in 5500
CorePanda v13.2 - see below
ED-PersonalNanoShields - cheat a little, but good shields
Expanded Power v1.00 - big plasma generator
ExtendedStorage-ExtendedStorage1.4 - excellent crates, boxes and baskets
Food Preservation 1.2 - jerky, dried fruits and berries, good support, when there is no refrigerator
GeneticEngineering v1.0 - minor modifications of the pawns, and help diversify the game
Good luck Bigger raids - big, very big raids, minimal 12-15 enemies
LED Lights 1.4 - cheap lamps
LT_ADogSaid - Prosthetics your animals
Marijuana Mod [A13] - marijuana is marijuana, bring joy to the colonists
MechaniteAugmentation - reversible disease for the benefit of the colonists
Mending - Oooo!!! just fix it, and how much joy
Miscellaneous_MAI - colonists do with his own hands
Miscellaneous_Robots - bot haulers, cleaners, gardeners, free from the hands of simple labor
Miscellaneous_Robots_Xtension - see above
ModRequestedTraits - terms of skills degradation over time, softer
More Factions Spawn - more factions spawn, thanks KO
Pawn State Icons - icons of needs pawns
PersonalShieldMKII-PersonalShieldMKII1.3 - easier, cheaper, more functional
PowerArmourMKII-PowerArmourMKII1.4 - easier, cheaper, more functional
Raccoon 's Mods - boots and gloves
RemoteExplosives - remote explosives, thanks KO
RimPharma v2.14 - ooo, drugs)
RW_FluffyRelations-0.13.0.1 - plenty of family ties, likes and dislikes
Soda Brewing v1.50 - bring joy colonist
T-CoreCropTweaks -
T-ExpandedCrops -
T-MoreFloors -
Vegetable Garden v3.6 - yeah, why not?
***
compatible with the pack, not to say more in detail
I am sorry for bad english
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 16, 2016, 03:45:37 AM
Most of these mods are providing a degree of imbalance(i.e. making the game too easy in some cases) that I'm not comfortable with. Also, some of them might not interact properly. That's why I won't be adding them to the pack. Be aware that some of the mods from the pack already do the same thing as some that you added (e.g. compare MadSkills and ModRequestedTraits, Clock - there is already an option in the menu)

That said, I am exploring some more mods (darkness revamp, nano storage, etc); hopefully it'll turn out ok.

But if you like them and they are working for you, do enjoy playing the game! :)
Title: Re: [A13] Mod MEGA PACK
Post by: Garr1971 on May 16, 2016, 04:01:08 AM
Quote from: crusader2010 on May 16, 2016, 03:45:37 AM
Most of these mods are providing a degree of imbalance(i.e. making the game too easy in some cases) that I'm not comfortable with. Also, some of them might not interact properly. That's why I won't be adding them to the pack. That said, I am exploring some more mods (darkness revamp, nano storage, etc); hopefully it'll turn out ok.

But if you like them and they are working for you, do enjoy playing the game! :)
1. Yes, I know about some imbalance) Add them to the list for those who are just playing rather than hardcore. Most of the added removes annoying or irritating factors of the game.
2. Strongly contradictions between the pack and the added modes not seen. Despite the extremely capricious combat realism)
3. In my humble opinion, darkness revamp, nano storage useless. I tried them. About the first - you can just turn off the screen, and play blind)) It will be easier.
4. Thank you) I just expressed my opinion, I do not argue and do not impose. You get a very good set of working mods.
***
Sorry my bad english)
Title: Re: [A13] Mod MEGA PACK
Post by: emailuser on May 16, 2016, 04:33:26 AM
nice work putting this all together its a lot of work i bet getting them all to work properly but i have a bug where whenever i use any weapons they work for a little bit but then say no ammo over and over again even if i have ammo in storage, pawns spawning on map are spawning without any ammo as well looking for a fix.
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 16, 2016, 06:30:09 AM
Awesome pack, really enjoying the comfort of just downloading one single pack with the mods organized.

I'm just encountering one major issue and not sure if it's been mentioned before but I'm guessing it's got to do with the CR or the patch for Embrasures. I find it often that some specific guns (not sure if all from the same pack) have issues shooting through the embrasures. They just stand there and wait to get shot from the outside. It sometimes works from very specific angles but not when the enemy is directly in front of the embrasures
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 16, 2016, 07:30:06 AM
The ammo issue happens because you need to craft ammo for your guns and assign loadouts. Check the Combat Realism mod's page for details, changelogs, guides etc. (or google). If you have ammo, make sure it's the right type. If the weapons you use are from the Westernization mod, please let the author know about this bug if you had everything properly setup (ammo,types,loadouts). Also, if you tampered with the mod order and did not exit the game after each time you went into the Mods menu, the saved game could've been corrupted. Try exiting the game by alt+f4 and loading your last saved game again.

The embrasures issue is strange and has to do with weapon stats and such. Look through the defs of ED-Embrasures-patch-for-CR and find the "fillPercent" tag for it. I know it has to be of 0.75 maximum(and it is). Probably some pawn stats are affecting the firing angle (i.e. the pawn is shorter than average thus it cannot fire over the embrasure). From my tests, if you move any pawn 3 tiles away from an embrasure it's going to fire anyway. So it's not really a bug but something related to pawn or weapon stats (check CR page and mod defs for details - there are very many and I really don't know them by heart). More info: basically the 0.75 fill percent means that the embrasure is like an impassable sandbag that covers 75% of a pawns body, from ground up.  If the pawn cannot fire and the embrasure mod was not changed, then something has reduced the height of the pawn(or maybe certain stats of the weapon), or increased the height of the embrasure in that spot. Try shooting with other pawns from the same position.
Title: Re: [A13] Mod MEGA PACK
Post by: abica on May 16, 2016, 02:56:50 PM
Forgive me if this possible bug in the modpack has been noted, I scanned the thread and haven't seen it.

I'm having an issue where traders drop the items I sell them immediately upon exiting the trade window. I've mainly dealt with visiting tribes that trade, etc, because I haven't progressed to the point of caravans (just built a caravan manager and commo station) or space trading yet.

It might be possible that the tribal traders are actually carrying the goods themselves and don't have much capacity? I don't know how that works. They certainly don't bring tons of stuff.

Hopefully I'm just missing something obvious! Loving the modpack!
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 16, 2016, 03:07:13 PM
That would make sense, thanks for the reply. I guess I'll have to test with different guns on the same pawn and then the same guns on different pawns.

Also without having to go to the mods page in case you know the answer, are missiles from rocket launchers supposed to pass trough the SIF shields and then explode in an aoe inside them? Not sure if I remember this happening when using those mods without CR and the patches but it makes shields obsolete in a way.

And ye the issue with the visitor traders dropping their stuff is happening because they lack the inventory to actually carry it away, that's quite an issue since you can just pick it all up and resell it I believe. They also sometimes drop stuff when entering the map for the same reason.
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 16, 2016, 03:13:47 PM
Quick test between 2 pawns, can confirm that only specific pawns can't shoot properly. Without checking them all the ones that have an issue are Teenagers at age 17. Would they be shorter then?
Title: Re: [A13] Mod MEGA PACK
Post by: OutrideGaming on May 16, 2016, 03:32:34 PM
Hey I've found a bug.

All my coolers are invisible when I try to place them. And after I place one, and have a colonist build it, it just disappears and so do my resources. Any idea what mod might be causing this?

Thanks! Great mod pack btw
Title: Re: [A13] Mod MEGA PACK
Post by: abica on May 16, 2016, 03:59:49 PM
Outride-

Are you sure the cooler build is completed? The modded cooler doesn't show up until it's built, so possibly it could be waiting on components. If the build is in progress you can click the square on which the cooler is built and check status even though it's invisible.

Rekxar thanks for confirming the tribal trader capacity thing for me. Sounds like they should bring some burlap sacks to store the gently used shoddy clubs and bows they buy from me!
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 16, 2016, 04:04:12 PM
Quote from: abica on May 16, 2016, 02:56:50 PM
Forgive me if this possible bug in the modpack has been noted, I scanned the thread and haven't seen it.

I'm having an issue where traders drop the items I sell them immediately upon exiting the trade window. I've mainly dealt with visiting tribes that trade, etc, because I haven't progressed to the point of caravans (just built a caravan manager and commo station) or space trading yet.

It might be possible that the tribal traders are actually carrying the goods themselves and don't have much capacity? I don't know how that works. They certainly don't bring tons of stuff.

Hopefully I'm just missing something obvious! Loving the modpack!

I think it's related to Combat Realism (and that they can't carry too much). I've read about it a bit on that mod's thread, but unfortunately cannot help you anymore. For me it never happened in several dozen games of testing. Only thing that came close to this was that some trader pawns dropped their hats/helmets out of the blue, but nothing else. And it happened only once. My only idea is that you might have changed some mod order OR the fact that you didn't exit the game after entering the Mods menu. Try force quitting the game and reloading the save, and see if the next trader does the same. Also test with a new colony. Probably a complete(fresh) reinstall of the game/mod pack will help too.

Quote from: RekxarThat would make sense, thanks for the reply. I guess I'll have to test with different guns on the same pawn and then the same guns on different pawns.

Also without having to go to the mods page in case you know the answer, are missiles from rocket launchers supposed to pass trough the SIF shields and then explode in an aoe inside them? Not sure if I remember this happening when using those mods without CR and the patches but it makes shields obsolete in a way.

And ye the issue with the visitor traders dropping their stuff is happening because they lack the inventory to actually carry it away, that's quite an issue since you can just pick it all up and resell it I believe. They also sometimes drop stuff when entering the map for the same reason.

Quote from: RekxarQuick test between 2 pawns, can confirm that only specific pawns can't shoot properly. Without checking them all the ones that have an issue are Teenagers at age 17. Would they be shorter then?

Unfortunately I don't know the answer regarding missiles (no idea if they are a special kind of projectile/bullet by means of CombatRealism). Probably the AOE explosion passes through shields. I remember reading that some "bullets" can pass through the shield, if they are fast enough (basically it's a bug, but it's also quite realistic  :o ). If you want you can test in god mode and see what happens :)

In addition, I'm not sure that age has any relation to the pawns' height (it probably should), or if some kind of disease/missing limb/etc is causing this. You'll have to read thoroughly through the CR mod pages. Really sorry I can't help more.

Quote from: OutrideGamingHey I've found a bug.

All my coolers are invisible when I try to place them. And after I place one, and have a colonist build it, it just disappears and so do my resources. Any idea what mod might be causing this?

Thanks! Great mod pack btw

It's probably related to the "Better Coolers" mod and/or "ED-ReverseCycleCooler patch for BetterCoolers" (see mod numbers: 37,38,40 in the list on the main thread).

I've just tested this now in god mode and it's working fine. You must've changed the load order somehow (I know this because it also happened to me, in a similar fashion, while testing; the patch is crucial as well as the ordering). Remember to exit the game after every opening of the Mods menu or strange things are very likely to happen.
Title: Re: [A13] Mod MEGA PACK
Post by: OutrideGaming on May 16, 2016, 10:47:27 PM

Quote from: OutrideGamingHey I've found a bug.

All my coolers are invisible when I try to place them. And after I place one, and have a colonist build it, it just disappears and so do my resources. Any idea what mod might be causing this?

Thanks! Great mod pack btw

It's probably related to the "Better Coolers" mod and/or "ED-ReverseCycleCooler patch for BetterCoolers" (see mod numbers: 37,38,40 in the list on the main thread).

I've just tested this now in god mode and it's working fine. You must've changed the load order somehow (I know this because it also happened to me, in a similar fashion, while testing; the patch is crucial as well as the ordering). Remember to exit the game after every opening of the Mods menu or strange things are very likely to happen.
[/quote]

Alright I re-loaded the game, reset mods to just core and closed out once it finished. Loaded the game back up, and did the mods in the order you gave.

Here's the errors:

http://imgur.com/a/fStJW

There's also a random yellow line a few whites, and back to a 2 red lines. Third image is a full of the bottom pannel from the first red line of armor penetration.

Thanks for the help!
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 17, 2016, 01:14:07 AM
Yep, the armor penetration errors are known and being investigated. They should not interfere with game play too much. The same for the ones related to vein miner or the embrasure (shouldn't affect anything).

Are your coolers still not showing up properly? Also, did you copy the ModsConfig.xml from the pack archive to the needed folder (see installation instructions in the first post), or you arranged the mods "by hand"? (should be the same thing, but less prone to ordering errors).
Title: Re: [A13] Mod MEGA PACK
Post by: d3mons on May 17, 2016, 04:04:50 PM
im also having cooler problems with a clean download and modconfig from the file,

also why arent you using edb modloader and/or prepare carefully
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 17, 2016, 04:46:19 PM
Quote from: d3mons on May 17, 2016, 04:04:50 PM
im also having cooler problems with a clean download and modconfig from the file,

also why arent you using edb modloader and/or prepare carefully

If you mean EdB Mod Order - it is being used :) for "prepare carefully", it simplifies the start too much so i'm not going to add it.

EDIT: just did a fresh start with the pack and everything is working fine. Probably you did something wrong...
Title: Re: [A13] Mod MEGA PACK
Post by: SupremeSoviet on May 19, 2016, 12:12:04 AM
I look forward to when prepare carefully is done and added, cause I simply can't play this without it.  I would also like to suggest you add Glitter Tech to this mod pack.
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 19, 2016, 12:54:47 AM
Quote from: SupremeSoviet on May 19, 2016, 12:12:04 AM
I look forward to when prepare carefully is done and added, cause I simply can't play this without it.  I would also like to suggest you add Glitter Tech to this mod pack.

In the post just above yours, the original poster mentions that he is not including Prepare Carefully in this modpack.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 19, 2016, 01:45:18 AM
Quote from: SupremeSoviet on May 19, 2016, 12:12:04 AM
I look forward to when prepare carefully is done and added, cause I simply can't play this without it.  I would also like to suggest you add Glitter Tech to this mod pack.

You are free to add yourself if you want. But from what I read there are incompatibilities with some mods (i think Hospitality).
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 19, 2016, 08:29:14 AM
I did some testing with the issue where items get dropped when you trade. The caravans and random passerbys are absolutely fine. I believe it's the hospitality guests which you can trade with that actually consider their inventory so if they're overburdened they actually drop most of the stuff you sell to them or if they come into the map with too many items on them. Potentially exploitable I guess
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 19, 2016, 10:18:35 AM
Yep, it's an incompatibilty between Hospitality and CR. Most likely the active modders are working on it.
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 19, 2016, 10:44:27 AM
Also the cleaning bug you mentioned, it seems that the issue is specifically with rock rubble. None of the colonists are able to clean that up and indefinitely stand there attempting to. So it's not an issue with the cell but rather specifically that type of dirt. Not sure what it's caused by though
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 19, 2016, 11:33:22 AM
Quote from: Rekxar on May 19, 2016, 10:44:27 AM
Also the cleaning bug you mentioned, it seems that the issue is specifically with rock rubble. None of the colonists are able to clean that up and indefinitely stand there attempting to. So it's not an issue with the cell but rather specifically that type of dirt. Not sure what it's caused by though

You should probably take a look in that mod's thread and let the people who are still maintaining it know about this :) there should be some github links and such.

QuoteI did some testing with the issue where items get dropped when you trade. The caravans and random passerbys are absolutely fine. I believe it's the hospitality guests which you can trade with that actually consider their inventory so if they're overburdened they actually drop most of the stuff you sell to them or if they come into the map with too many items on them. Potentially exploitable I guess

The thing is I don't think I got any of these caravan-less traders lately. Those that have muffalos are ok because the beasts can carry any amount of loot (and I love it when they die after being struck by lightning and dropping everything ;D )
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 19, 2016, 01:16:04 PM
Updated main thread: see CHANGELOG 9 for details. Basically made a few updates and added 3 new mods.

I'm currently playing this exact version of the pack and everything seems ok (after a few games in god mode, and during this non-cheating one). If you do not like the Darkness Revamp(Slightly Brighter) mod, you are free to disable it!
Title: Re: [A13] Mod MEGA PACK
Post by: NemesisN on May 19, 2016, 03:41:30 PM
is this modpack stable does it work ? or should I wait for couple of more updates
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 19, 2016, 04:02:38 PM
This pack is very stable (i'm playing it all the time) :) try it for yourself and see.
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 19, 2016, 06:34:14 PM
Yeah as far as stability goes, I've logged in more than 24 hours in a single game without any hitches besides the small minor bugs that are to be expected anyway.

Is the new pack compatible with saves of the previous version?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 19, 2016, 07:34:48 PM
Quote from: Rekxar on May 19, 2016, 06:34:14 PM
Yeah as far as stability goes, I've logged in more than 24 hours in a single game without any hitches besides the small minor bugs that are to be expected anyway.

Is the new pack compatible with saves of the previous version?

It should be compatible (even after removing only the Darkness Revamp mod for example). If you cannot load the saved game, simply edit that file and add the missing mods (compare your ModsConfig.xml with your saved game, and change its mod list to be identical to the former).

I did have an issue though, that I could not load any saved game (not even from newly started games). Only solution for this was to come back to CCL 0.13.1.1 instead of 0.13.2, i.e. the saved game loaded just fine when I reverted to the older version. Must be some bug... :)

Make sure you take this into account!

EDIT: it seems CCL got an update to v0.13.2.1; it should fix the save/load issue.
Title: Re: [A13] Mod MEGA PACK
Post by: sjclark on May 20, 2016, 12:33:12 AM
I've downloaded a bunch of times and every time I get multiple extraction errors? (see attached image)

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

Any ideas?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 20, 2016, 01:07:03 AM
Quote from: sjclark on May 20, 2016, 12:33:12 AM
I've downloaded a bunch of times and every time I get multiple extraction errors? (see attached image)

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

Any ideas?

Haven't even touched that mod. Make sure you are using 7zip and not Winrar when extracting. I'll reupload it tonight when I get home just to be sure...and update the CCL :)
Title: Re: [A13] Mod MEGA PACK
Post by: Clibanarius on May 20, 2016, 01:37:02 AM
Outta curiosity, why the lack of either Misc-Training or ItchyFlea's Target Practice mods? Training is a good idea to have in the game!
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 20, 2016, 01:41:18 AM
Quote from: Clibanarius on May 20, 2016, 01:37:02 AM
Outta curiosity, why the lack of either Misc-Training or ItchyFlea's Target Practice mods? Training is a good idea to have in the game!

They aren't working properly with some of the weapons due to CR. Plus, I believe a training dummy should have infinite life thus be unable to die. I don't think this is the case with either of the mods. I prefer to train on wildlife ;) Add them if you want but expect a strange behavior in certain cases.
Title: Re: [A13] Mod MEGA PACK
Post by: Clibanarius on May 20, 2016, 01:55:46 AM
A conflict with CR makes sense, and is the perfect explanation. Thanks!
Title: Re: [A13] Mod MEGA PACK
Post by: sjclark on May 20, 2016, 02:02:24 AM
Quote from: crusader2010 on May 20, 2016, 01:07:03 AM
Quote from: sjclark on May 20, 2016, 12:33:12 AM
I've downloaded a bunch of times and every time I get multiple extraction errors? (see attached image)

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

Any ideas?

Haven't even touched that mod. Make sure you are using 7zip and not Winrar when extracting. I'll reupload it tonight when I get home just to be sure...and update the CCL :)

Don't think theres 7zip for mac - I'm using The Unarchiver which I've never had a problem with (does every format imaginable). I get a bucketload of errors after extracting about 70% of the 7zip file.

Let me know when you've re-uploaded and i'll check?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 20, 2016, 02:42:20 AM
QuoteDon't think theres 7zip for mac - I'm using The Unarchiver which I've never had a problem with (does every format imaginable). I get a bucketload of errors after extracting about 70% of the 7zip file.

Let me know when you've re-uploaded and i'll check?

It could be the fact that I used a special compression to make the archive, as well as large dictionary sizes and such. Otherwise it would've occupied  about twice as much and the download time would've been too large for certain people.

Is there an winrar version for mac? Probably the best would be to try getting 7zX (or Keka) so you don't have to wait for me(it's around 10AM here so it's gonna take a while until I get home). Though I feel it has something to do with the .wav files, like some disk access/modify rights, or something is simply incompatible with MacOS.
Title: Re: [A13] Mod MEGA PACK
Post by: Fridolin on May 20, 2016, 10:44:19 AM
Hey crusader2010 ,
all in one, nice work.

One thing , english is not my native language.  8)

I know i need some "first steps" help with this mod pack. 

The improvised turrets have been disabled by a mod? More Vanilla Turrets and Combat Realism Defence perhaps ? As I found in the topic nothing about .

What steps are needed to explore / build a first line of defense ?
Title: Re: [A13] Mod MEGA PACK
Post by: aGuyNamdJesus on May 20, 2016, 11:33:36 AM
So great pack, but I'm having an issue. I can't load any of my saves after saving or auto saves. So I played all last night and now I can't load my colony anymore.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 20, 2016, 11:40:59 AM
Updated the pack to version v7.1; see changelog 10 for details. This will get rid of the bug with loading saved games!!

@sjclark:  the archive seems to be fine. I've extracted it with 3 archiving programs and there were no errors with anything. There must be something related to MacOS that is conflicting with the archive. Please try using 7zX or Keka and let me know if it works.

@fridolin:

There should be a research option called "Military grade turrets".
This will give you access to one automatic turret and a machine gun that can be manned(this one does not require power to operate!) -> these were added by the mod "More vanilla turrets" and are not compatible with CombatRealism, but they do work. More turrets may be unlocked by research.

The "Improvised Turret" (and several others) can be crafted at the Machining Table, after you do quite a bit of research -> these are CombatRealism compatible.

Also, do use embrasures as they will help you quite a bit! Enjoy! :D
Title: Re: [A13] Mod MEGA PACK
Post by: Fridolin on May 20, 2016, 12:10:01 PM
Ahh thanks for the fast reply!   :)

That helps me alot.

Oh an update, is a new game necessary?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 20, 2016, 12:17:07 PM
Quote from: Fridolin on May 20, 2016, 12:10:01 PM
Ahh thanks for the fast reply!   :)

That helps me alot.

Oh an update, is a new game necessary?

No. You can now safely load the previous saved games (there was a bug with CCL which prevented that).

EDIT: no need to re-download the whole pack. You can just get the new CCL version (0.13.2.1) from that mod's page and overwrite the corresponding folders. I simply wanted to keep the pack up to date :)
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 20, 2016, 04:18:55 PM
How can you use the reinforced stuff now btw if the ED - Autoloader doesn't work? Or does the compressor work with normal hoppers but just gives the message they're not connected anyway?

Also do you intend to add Quantum Storage or any other storage mod to the pack? Using it myself in addition as well as the Misc Robots. Find it annoying without all the extra storage space.
Title: Re: [A13] Mod MEGA PACK
Post by: Jaxxa on May 20, 2016, 05:30:10 PM
Quote from: Rekxar on May 20, 2016, 04:18:55 PM
How can you use the reinforced stuff now btw if the ED - Autoloader doesn't work? Or does the compressor work with normal hoppers but just gives the message they're not connected anyway?
Reinforced stuff will also just take things from the ground that are next to it. The Autoloader is just a nice neat way to manage it.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 20, 2016, 05:31:02 PM
Quote from: Rekxar on May 20, 2016, 04:18:55 PM
How can you use the reinforced stuff now btw if the ED - Autoloader doesn't work? Or does the compressor work with normal hoppers but just gives the message they're not connected anyway?

That I haven't tested unfortunately. If it doesn't work with the normal hoppers, re-enable the Autoloader mod and use that one.
Title: Re: [A13] Mod MEGA PACK
Post by: sjclark on May 20, 2016, 07:51:34 PM
Quote from: crusader2010 on May 20, 2016, 11:40:59 AM
Updated the pack to version v7.1; see changelog 10 for details. This will get rid of the bug with loading saved games!!

@sjclark:  the archive seems to be fine. I've extracted it with 3 archiving programs and there were no errors with anything. There must be something related to MacOS that is conflicting with the archive. Please try using 7zX or Keka and let me know if it works.

Can confirm that it works with Keka on MacOS El Capitan - might be worth updating the original post to recommend this. Nearly everyone I know on a Mac uses The Unarchiver. Thanks again! :)

Well works in terms of me being able to extract everything.... but having massive problems with graphics corruption, thousands of mod errors, all sorts. From what i'd read I was of the understanding that this modpack should theoretically work straight out of the box (so to speak?) or am I wrong. Even when I only active the mods I want (10-15ish) it still crashes? Is it worth me posting my logs?

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

EDIT: So it turns out virtually all of the mods include DLL files that macs can't understand - have you had a single confirmed user of this pack on a Mac - it seems highly unlikely?
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 20, 2016, 08:21:18 PM
Made an edit to my previous post right after I posted it but for some reason forgot to press send.

Will you be adding Quantum Storage or any other storage mod to the pack?

I tested the regular hoppers with the Compressor, they did work minus a small hitch. When I put down a 2nd hopper next to it with a different resource (in this case granite in the first, plasteel in the second) the colonists would bug out and try to take the plasteel there, then drop it, stand around for a few secs and then try again. Would also generate a massive amount of stutter and frame drop. Fixed it by removing the 2nd hopper, however had the same hitch when I removed the granite from the first one and told them to do plasteel but that got resolved very quickly by prioritising the colonists to remove the granite first then haul the plasteel there
Title: Re: [A13] Mod MEGA PACK
Post by: silverskin on May 20, 2016, 10:26:18 PM
Reckon you could add jacob814's glass window mod, crusader?

My colonist are depressed enough as it is, spending 14 hours a day crafting junk. They could at least have a window to look out of while they do it.
It's good for aesthetics. And his mod has become pretty much essential to every colony I make. You might nerf the beauty bonus, though.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 21, 2016, 03:59:13 AM
@sjclark: no one told me anything about MacOS until now. And there should be many errors because .dll files are windows-only(as far as I know). No idea how to install mods for Mac and that's something I cannot test. Best recommendation I can give is to create a windows virtual machine and should work fine (though you may need to give it lots of resources).

@rekxar: probably you should let the author of the mod know about the hopper bugs (it seems to be related to the compressor building). He knows about the Autoloader issues. Also try reactivating this mod and using those hoppers in the same conditions.

@silverskin: will look into it :) if you like that mod, add it at the end of the list and make your colonists happy! PS: don't forget to build horseshoe sticks in each of their rooms, your kitchen, even your crafting area, and one outside, near the entrance.
Title: Re: [A13] Mod MEGA PACK
Post by: Tim_NZ on May 21, 2016, 08:40:01 AM
Has a mod been added between version 7.1 and 7.1.7 of the pack that affect AI pathfinding? I find raiders just attack doors now instead of pathing around them.
Title: Re: [A13] Mod MEGA PACK
Post by: robbie77 on May 21, 2016, 06:51:59 PM
Would it be possible for me to play without Combat Realism? And how would I do that ?
Title: Re: [A13] Mod MEGA PACK
Post by: JamieH on May 21, 2016, 08:40:34 PM
I had to disable the "Area Unlocker" mod to be able to load this mod on my Mac, otherwise the game wouldn't load properly and would just keep drawing the frames on top of each other without clearing the screen resulting in a bright image but unplayable game.
Title: Re: [A13] Mod MEGA PACK
Post by: vteam on May 22, 2016, 01:40:09 AM
hi, I would like to play with different modpacks but I don't understand how to do it. In your first post, you mentioned that need to start a game from another save folder but I'm not sure I understand how to do it. Do I edit the game?
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 22, 2016, 02:53:51 AM
Quote from: vteam on May 22, 2016, 01:40:09 AM
hi, I would like to play with different modpacks but I don't understand how to do it. In your first post, you mentioned that need to start a game from another save folder but I'm not sure I understand how to do it. Do I edit the game?

Do you mean you would like to play with different modpacks and leave them all set up on your computer at the same time, so you can just choose which to play?

If so, here is how I do this for Windows, Mac and Linux may be different:
Have a main folder for each "setup" you want to have.
examples:
C:\Rimworld\Vanilla
C:\Rimworld\ModPack1

Install (copy) your downloaded Rimworld files into each of those folders. Yes, that means you will have all the game files multiple times. A full set for each setup you'll have.

I would recommend within each of those folders to have another folder for your save/config data.
examples for both vanilla and one modpack setup:
C:\Rimworld
        \Vanilla
              \RimWorld1135Win
              \VanillaSaveConfig
C:\Rimworld
        \ModPack1
              \RimWorld1135Win
              \ModPack1SaveConfig
*repeat above pattern for each setup

After that, for each setup:
1. You'll need to go to the rimworld1135win folder in each area, and right click on the rimworld1135win.exe file and click copy. Go out to you desktop and paste a shortcut to that exe (right click an empty spot on desktop and click 'paste shortcut')
2. Right click on that newly made shortcut and select 'properties'
3. In the Target box: add this to the end of what is already in there (with a space between):   -savedatafolder="C:\Rimworld\ModPack1\ModPack1SaveConfig"  (you will need to change this depending on your locations and folder names)
4. Depending on your folder names you may need to put everything that was in the target box inside quotes before tacking on the new info from line 3 above. This is usually only necessary if there is a space in any of folder names.
5. Hit 'OK' to close that dialog window. I would also recommend right clicking on that shortcut and renaming it something appropriate. i.e. Rimworld VanillaA13, RimworldA13Modpack1, or something similar.
6. Launch Game. Go into mods menu. Go back to main menu. Exit game.
7. Add the mods to the correct folder within each setup area (or skip for a vanilla setup)
example location: C:\Rimworld\ModPack1\RimWorld1135Win\Mods
8. repeat 1-7 for each setup you have.
9. When placing a modsconfig.xml file that a modpack may tell you, that will now be within a folder in your C:\Rimworld\ModPack1\ModPack1SaveConfig\Config folder (Step 6 will have created this folder and two others, the Saves and Worlds folders)

Think that should be everything, going from memory, so hope I haven't left anything out. It is a bit of an advanced setup, and if you are unfamiliar with doing anything like this, I'd strongly recommend just getting a modpack up and running first. If you have done that successfully than hopefully this post will help!
Title: Re: [A13] Mod MEGA PACK
Post by: vteam on May 22, 2016, 08:59:23 AM
Thanks for the detailed explanation BlackSmokeDMax.  ;D
Title: Re: [A13] Mod MEGA PACK
Post by: silverskin on May 22, 2016, 10:32:09 AM
Which mod adds these thousands of new guns, and can I safely remove it without breaking other mods? I will never, ever use even a quarter of those guns. And it's just cluttering the gun and bullet lists.

I'm sure some people like it and that's fine but I'm finding it more like unnecessary clutter.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 22, 2016, 10:47:50 AM
Quote from: silverskin on May 22, 2016, 10:32:09 AM
Which mod adds these thousands of new guns, and can I safely remove it without breaking other mods? I will never, ever use even a quarter of those guns. And it's just cluttering the gun and bullet lists.

I'm sure some people like it and that's fine but I'm finding it more like unnecessary clutter.

There are several actually... Westernization, Rimfire, High caliber. Hopefully I'm not forgetting any. Disable them one by one and see which is actually cluttering your list :)
Title: Re: [A13] Mod MEGA PACK
Post by: silverskin on May 22, 2016, 11:13:23 AM
Thanks. I'll probably disable all three of them.

Update: Took off westernisation and high calibre and now my save won't work. Going to have to start a new colony. Just a heads up for anyone else who wants to try the same.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 22, 2016, 03:03:12 PM
"Hospitality" just received an update to v1.13. Make sure you guys grab it (make sure you don't just overwrite the mod's folder, but delete it first and then extract the archive). I'll update the mod pack when I get some free time.

Hopefully it'll fix the issues regarding visitors dropping loot that they cannot carry.
Title: Re: [A13] Mod MEGA PACK
Post by: Fridolin on May 23, 2016, 05:13:28 AM
For the first, good compilation.

Only disabled darkness revamp(i can't play with them, notg on the smart notebook..:( ) and added my fav mod : capsule reactor and doormats (under edb modorder), medical training, muffalo overhaul+ packs, rw_follow me and Zengarden( at the end of the list).

and thanks for die update info
Title: Re: [A13] Mod MEGA PACK
Post by: xRg on May 23, 2016, 07:20:59 AM
Good day!

I found a bug with CombatRealism, some guns can't shoot,  always reload.
It is possible to safety remove CombatRealism, or not?

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 23, 2016, 07:26:17 AM
It's probably not from CR but maybe from the mod that adds those weapons. Also check if you have configured the loadouts properly, the types of ammo, as well as actually having ammo to use. This issue has been posted several times before; look through the pages and you'll likely find something useful. Getting rid of CR implies also removing every mod built to run for it, as well as the patches to several of the mods.

Related to the visitors, it might be because of the Hospitality mod. Make sure you update it (see my post from above)
Title: Re: [A13] Mod MEGA PACK
Post by: deadspark on May 23, 2016, 01:45:48 PM
problem with mega download, zip file is empty! i tryed clearing my cash but no help
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 23, 2016, 01:53:18 PM
Quote from: vteam on May 22, 2016, 08:59:23 AM
Thanks for the detailed explanation BlackSmokeDMax.  ;D

Welcome! If you see any errors in that post (or anyone else does), let me know and I'll update it just in case someone else tries to use it.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 23, 2016, 02:02:19 PM
Quote from: deadspark on May 23, 2016, 01:45:48 PM
problem with mega download, zip file is empty! i tryed clearing my cash but no help

I've just tried and it works fine. Most likely the issues is on your end (e.g. an antivirus that for whatever reason locks the archive and Windows sees it as empty; it does have several thousand files inside and might take a while to scan it in a background thread... plus we all know how long it takes Windows sometimes to release the lock on a file ;D ). I suggest disabling all antiviruses and firewalls until after you've extracted the archive (from Mega.nz - choose to download it through the browser).

If there is something wrong with Mega.nz, simply try again. Usually it is very reliable. Also make sure that your country or ISP isn't blocking that address for whatever reason (try a TRACERT to Mega.nz in command prompt and see if it reaches the destination or not, as well as where the lock up happens, if any).
Title: Re: [A13] Mod MEGA PACK
Post by: earendilscomet on May 24, 2016, 02:47:39 AM
I got the same problem on a Linux machine, and got a good programming friend to replicate it with me. He tracked the error down to the AreaUnlocker mod that makes a very sloppy write to game's memory.

Go to your ModsConfig.xml and remove the entry titled:
<li>RW_AreaUnlocker-0.13.0.1</li>
It *should* work just fine after that.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 24, 2016, 03:13:57 AM
Quote from: earendilscomet on May 24, 2016, 02:47:39 AM
I got the same problem on a Linux machine, and got a good programming friend to replicate it with me. He tracked the error down to the AreaUnlocker mod that makes a very sloppy write to game's memory.

Go to your ModsConfig.xml and remove the entry titled:
<li>RW_AreaUnlocker-0.13.0.1</li>
It *should* work just fine after that.

Which of the issues were you referring to? I'll update the main page later, together with some of the mods.
Title: Re: [A13] Mod MEGA PACK
Post by: Fridolin on May 24, 2016, 07:07:37 AM
Hey,

today i added https://ludeon.com/forums/index.php?topic=2569.0 (https://ludeon.com/forums/index.php?topic=2569.0). It seems there are no conflicts.

I like to play your mod compilation!

Thanks again 8)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 24, 2016, 07:21:29 AM
Quote from: Fridolin on May 24, 2016, 07:07:37 AM
Hey,

today i added https://ludeon.com/forums/index.php?topic=2569.0 (https://ludeon.com/forums/index.php?topic=2569.0). It seems there are no conflicts.

I like to play your mod compilation!

Thanks again 8)

Good idea! Wonder why I didn't see that mod from the beginning.... anyway, I'll probably add it in the next version of the pack. Thanks too!
Title: Re: [A13] Mod MEGA PACK
Post by: deadspark on May 24, 2016, 07:22:42 AM
problem solved using 7-zip rather than winzip

on a side note can we get SkilledBuilder(on) rather than off. much better beds that way

thank you
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 24, 2016, 09:14:23 AM
Quote from: deadspark on May 24, 2016, 07:22:42 AM
problem solved using 7-zip rather than winzip

on a side note can we get SkilledBuilder(on) rather than off. much better beds that way

thank you

Winzip is not made to open .7z files anyway. Winrar should work fine if the version is above 5.0.

You can get skilledbuilder (on) from that mod's page and replace the one from the pack if you want. I'm using (off) because I want to choose which furniture to build skillfully (i.e. really care about), and these are much fewer pieces than the ones I don't care about (meaning it requires more clicking to disable the skilled builder option so as not lock up my colonist) :)
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 24, 2016, 09:32:05 AM
Quote from: crusader2010 on May 24, 2016, 09:14:23 AMYou can get skilledbuilder (on) from that mod's page and replace the one from the pack if you want. I'm using (off) because I want to choose which furniture to build skillfully (i.e. really care about), and this is much less than the one I don't care about (meaning it requires more clicking to disable the skilled builder option so as not lock up my colonist) :)

Does that mean the one you are using has it where all builders build everything unless you click a button on that particular piece of furniture to limit it to a highly skilled builder?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 24, 2016, 10:53:37 AM
Quote from: BlackSmokeDMax on May 24, 2016, 09:32:05 AM
Does that mean the one you are using has it where all builders build everything unless you click a button on that particular piece of furniture to limit it to a highly skilled builder?

Yep. That's exactly what the "off" version of the mod does, which is included in this pack.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 24, 2016, 11:55:45 AM
Updated the pack to version v8. See changelog 11 for details. Should not require a new colony to play.
Title: Re: [A13] Mod MEGA PACK
Post by: silverskin on May 24, 2016, 03:22:06 PM
I was right about to mention that the shields from ED-Shields weren't blocking bullets, when I see crusader has already update the pack with a compatibility patch I didn't even know about. Now shields work fine. You are the man, crusader.

Rebuild those shields to get them to work. My already existing shields don't block but newly built ones, after the update, block like they should. Everything works fine, now. Damn shame it's too late for those two poor colonists who got shot through the shield, though.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 24, 2016, 05:28:24 PM
Quote from: silverskin on May 24, 2016, 03:22:06 PM
I was right about to mention that the shields from ED-Shields weren't blocking bullets, when I see crusader has already update the pack with a compatibility patch I didn't even know about. Now shields work fine. You are the man, crusader.

Rebuild those shields to get them to work. My already existing shields don't block but newly built ones, after the update, block like they should. Everything works fine, now. Damn shame it's too late for those two poor colonists who got shot through the shield, though.

Big thanks to Jaxxa for letting me know about the patch though  ;D ;D
Title: Re: [A13] Mod MEGA PACK
Post by: Fridolin on May 25, 2016, 09:30:20 AM
Some question about component factory.

How does it works?
I have no idea what I'm doing wrong..

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 25, 2016, 09:58:16 AM
Quote from: Fridolin on May 25, 2016, 09:30:20 AM
Some question about component factory.

How does it works?
I have no idea what I'm doing wrong..

You need one more hopper; the requirements are 100 steel -> 10 components.
Also, stopping the process is a bit quirky... you need to cut power to the factory and to deselect the steel requirements from each hopper; otherwise, it'll either keep on running, or you'll have hoppers with unused steel.
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 25, 2016, 10:00:25 AM
Quote from: crusader2010 on May 25, 2016, 09:58:16 AM
Quote from: Fridolin on May 25, 2016, 09:30:20 AM
Some question about component factory.

How does it works?
I have no idea what I'm doing wrong..

You need one more hopper; the requirements are 100 steel -> 10 components.
Also, stopping the process is a bit quirky... you need to cut power to the factory and to deselect the steel requirements from each hopper; otherwise, it'll either keep on running, or you'll have hoppers with unused steel.

I just set the priority to low on the hoppers when not using it and it's off. Saves the hassle of finding the steel through the list
Title: Re: [A13] Mod MEGA PACK
Post by: Fridolin on May 25, 2016, 10:58:36 AM
Thanks for reply.

With this construction, the fabric will not produce more than 50 components .

EDIT: place a storage zone between the hoppers ( important ) and another storage zone ( critical ) where you need. or wherever :)

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 25, 2016, 11:08:00 AM
Quote from: Fridolin on May 25, 2016, 10:58:36 AM
Thanks for reply.

With this construction, the fabric will not produce more than 50 components .

Probably because components stack to 50. Haul them from the exit point of the factory and it's going to start again (I hope). I believe it has no room to deliver the "product" ;)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 26, 2016, 01:18:44 AM
I started a new game, and compared to one or two versions ago (of this modpack) the permitted number of factions per map seems to have spiked from the default five to what is now ~15.

While I understand the increase in factions is in the interest of game flavour (four pirate bands and one town doesn't make for much variety in raids!), it inadvertently makes the game much, much easier: with so many factions at once, and so many of them hating one another, they regularly wipe out each other's caravans on a daily basis, leaving behind massive piles of humanoid corpses (and all their weapons and ammo) and dead pack animals (and the huge piles of trade goods they were carrying with them). I'm basically drowning in loot at this point, collecting it faster than I can have the haulers move it to orbital beacons for selling.

Do you know which mod addition or update might be causing this issue?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 26, 2016, 01:51:09 AM
Try the TradeCaravans mod, yet i'm not sure about this. Probably you are just lucky they spawn at the same time. I've never had this issue, but I'm not playing on hard difficulties either :)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 26, 2016, 05:20:54 AM
Trade convoys wiping each other out is a sort of fixed reward, meaning it doesn't really scale up or down with colony size. You might just play with a larger average colony size, which means you can manufacture more wealth per hour and hence find trade convoy loot less valuable. Or with a larger/richer colony you might attract larger raid sizes, meaning you get a lot more loot from off-map arrivals (raiders), making trade convoy deaths a smaller reward in comparison.

But I guess it ultimately doesn't matter since you said you don't develop the mods, only repackage them. I'll have to just disable or tweak the settings for the TradeConvoy mod for now.

Although while I'm here, I had a question: The combat realism and all the ammo types adds so many things to my resource sidebar that it runs off screen and I can't see everything. Is there some game setting you use to make all your stockpiled goods display properly in the resource sidebar? Or do you just not use it anymore?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 26, 2016, 06:18:43 AM
Quote from: Undecided on May 26, 2016, 05:20:54 AM
Trade convoys wiping each other out is a sort of fixed reward, meaning it doesn't really scale up or down with colony size. You might just play with a larger average colony size, which means you can manufacture more wealth per hour and hence find trade convoy loot less valuable. Or with a larger/richer colony you might attract larger raid sizes, meaning you get a lot more loot from off-map arrivals (raiders), making trade convoy deaths a smaller reward in comparison.

But I guess it ultimately doesn't matter since you said you don't develop the mods, only repackage them. I'll have to just disable or tweak the settings for the TradeConvoy mod for now.

Although while I'm here, I had a question: The combat realism and all the ammo types adds so many things to my resource sidebar that it runs off screen and I can't see everything. Is there some game setting you use to make all your stockpiled goods display properly in the resource sidebar? Or do you just not use it anymore?

There is a textured button at the lower right side of the screen that categorizes them into 5-6 types only, and subtypes of those etc. From there on , you can choose which to keep visible(more or less). For example I am keeping cloth, medicine and meals, while for the rest I'm keeping the objects' tree collapsed.

I don't remember how this little button looks like, but mouse over all of them and you'll find it (the ones with little red X-es in corner). There are just a few to look at.
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 26, 2016, 08:25:58 AM
Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 26, 2016, 01:11:27 PM
Quote from: Rekxar on May 26, 2016, 08:25:58 AM
Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic

Unfortunately I can't help with that since I have no idea what goes on behind the scenes. Got little time to start learning how to mod this game, and I cannot find any proper tutorials. Probably when the game goes out of alpha I'll tackle this "project", as I like coding in general...just need to learn this game's specifics.

Back on topic, you should probably contact the author of TradeCaravans (and/or other mods that add factions) and ask him about this issue. I'm sure some kind of check can be done to not send a rival caravan before the first one has left the map. Even so that, from what you are experiencing, it seems to imbalance the game quite a bit (even if it's a remote chance).
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 26, 2016, 01:58:13 PM
Oh, neat. Thanks for the info guys.

By the way, is anyone suffering broken mortar targeting since the modpack's last patch? Manual mortars don't seem to auto-fire for me (only force attack works), but doesn't produce an error. Automatic, unmanned mortars turrets produce an error in the log every single game tick (see attachment).

Note that it might just be me since I add some mods on top of the modpack. Though I'm using the same configuration as I did during the last version of the modpack, so I suspect it may be the modpack changes causing it.




[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 26, 2016, 03:04:46 PM
Quote from: Undecided on May 26, 2016, 01:58:13 PM
Oh, neat. Thanks for the info guys.

By the way, is anyone suffering broken mortar targeting since the modpack's last patch? Manual mortars don't seem to auto-fire for me (only force attack works), but doesn't produce an error. Automatic, unmanned mortars turrets produce an error in the log every single game tick (see attachment).

Note that it might just be me since I add some mods on top of the modpack. Though I'm using the same configuration as I did during the last version of the modpack, so I suspect it may be the modpack changes causing it.

That "TraverseParms" error is related to either Hospitality or CR. I'm not sure mortars are supposed to attack automatically  ;D (it seems quite dangerous in my opinion and you really need to be careful with positioning it at the start, plus the fact that it needs some kind of "clear space" to be able to shoot in the first place). What probably happens is that they don't get automatically reloaded by the pawns. Again, I'm not sure they should!

From my tests, all of the buttons work properly (it's cool to destroy poison ships from a great distance :D ). For me the mortars fired automatically AFTER setting a forced target (i.e. the pawn manning it kept reloading and shooting with it), not before!

About that error, try moving the Hospitality mod just after CombatRealism:Defense. I cannot test right now, but it's what I've gathered from that mod's author. Let me know if it gets rid of the "TraverseParms" error please!
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 26, 2016, 04:06:13 PM
Quote from: crusader2010 on May 26, 2016, 01:11:27 PM
Quote from: Rekxar on May 26, 2016, 08:25:58 AM
Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic

Unfortunately I can't help with that since I have no idea what goes on behind the scenes. Got little time to start learning how to mod this game, and I cannot find any proper tutorials. Probably when the game goes out of alpha I'll tackle this "project", as I like coding in general...just need to learn this game's specifics.

Back on topic, you should probably contact the author of TradeCaravans (and/or other mods that add factions) and ask him about this issue. I'm sure some kind of check can be done to not send a rival caravan before the first one has left the map. Even so that, from what you are experiencing, it seems to imbalance the game quite a bit (even if it's a remote chance).

Oh I was never complaining about it, it actually works quite alright. I believe I read that the Trade Caravans author specifically wanted you to plan your caravans carefully so that no rival caravans get sight of each other and them being upset if they do is planned. I was more referring to the point that it actually almost never happens if you give the caravans some time and stagger them, at least the rivalling ones.

And ye, the mortars never do auto-aim, you gotta man them with a person and force shoot a target. The accuracy/shooting skill of the one manning it affects the accuracy of the mortar unless you use the super useful binoculars item.
Title: Re: [A13] Mod MEGA PACK
Post by: La_Moose on May 26, 2016, 04:50:44 PM
Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?
Title: Re: [A13] Mod MEGA PACK
Post by: joaonunes on May 26, 2016, 05:13:22 PM
Quote from: La_Moose on May 26, 2016, 04:50:44 PM
Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?

Maybe it needs research? Also, whats fubar?
Title: Re: [A13] Mod MEGA PACK
Post by: La_Moose on May 26, 2016, 05:18:19 PM
Quote from: joaonunes on May 26, 2016, 05:13:22 PM
Quote from: La_Moose on May 26, 2016, 04:50:44 PM
Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?

Maybe it needs research? Also, whats fubar?

F*cked Up Beyond All Recognition

Military jargon.
Title: Re: [A13] Mod MEGA PACK
Post by: joaonunes on May 26, 2016, 05:23:15 PM
Quote from: La_Moose on May 26, 2016, 05:18:19 PM
Quote from: joaonunes on May 26, 2016, 05:13:22 PM
Quote from: La_Moose on May 26, 2016, 04:50:44 PM
Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?

Maybe it needs research? Also, whats fubar?

F*cked Up Beyond All Recognition

Military jargon.

Ahh, thanks xD In A13 all electric stuff needs research first, or maybe it is just the mods I have that change it xD
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 26, 2016, 07:03:51 PM
Quote from: crusader2010 on May 26, 2016, 03:04:46 PMAbout that error, try moving the Hospitality mod just after CombatRealism:Defense. I cannot test right now, but it's what I've gathered from that mod's author. Let me know if it gets rid of the "TraverseParms" error please!

Moving the mods as suggested didn't fix the error, but after further testing I strongly suspect it has something to do with CR. As far as I can tell, it looks like CR intentionally disabled the autonomous targeting ability of artillery to make it micromanaged weapon. This change inadvertently affects all indirect-fire/artillery weapons (which are all technically just variants of mortars), meaning none of the stationary, indirect fire weapons work as intended.  Those that cannot be force-fired and are intended to target autonomously will break entirely.

That's my theory anyway, and various tests and the log in developer mode seem to support this conclusion. So you probably won't be able to add any mods containing other indirect fire weapons unless you create special CR compatibility patches.

(Also, unrelated question, but how do you swap ammo types for stationary turrets like the 90mm?)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 26, 2016, 07:53:02 PM
That might be it. I believe it's not an error but a desired change. And yes, every mod that adds weapons and turrets should provide a CR compatibility patch (ED-MoreVanillaTurrets works without though; probably others too, but they might be [under]overpowered). When I get some time I'll test with moving the Hospitality mod after both CR and TradeCaravans, and with removing Misc_Incidents (see here: https://ludeon.com/forums/index.php?topic=11444.msg223983#msg223983 (https://ludeon.com/forums/index.php?topic=11444.msg223983#msg223983)).

Quote(Also, unrelated question, but how do you swap ammo types for stationary turrets like the 90mm?)

Isn't right clicking on the reload button showing up any ammo options? if not, then you can create small stockpiles near the mortars and restrict them to what you want. I know, it's cumbersome, but there are no systems in place to deal with this (e.g.: choose the priority of ammo types for weapons that use multiple ones; restrict stockpiles to not only the types of items to hold but also the number of items from each type; etc).

You COULD set up something that works more or less... like having several stockpiles one after the other, each of them restricted to one type of ammo, positioned straight behind where the pawns are sitting to man the mortar. This way, when the closest ammo gets used up, they are going to reload with the second...and so on. Unfortunately you cannot restrict the number of shells (as far as I know), unless you control how many you make and keep changing priorities to the stockpiles so that those near the mortar get only the amount of shells that you want.
Title: Re: [A13] Mod MEGA PACK
Post by: Tatte on May 27, 2016, 02:31:39 AM
Not getting Errors, but also not getting any sound...

Plot twist, Earbuds where un-plugged...
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 27, 2016, 02:43:19 AM
Quote from: Tatte on May 27, 2016, 02:31:39 AM
Not getting Errors, but also not getting any sound...

Plot twist, Earbuds where un-plugged...

Now you can hear those pesky barbarians coming to eat your muffalo pet :D
Title: Re: [A13] Mod MEGA PACK
Post by: pieronskihahar on May 27, 2016, 07:26:58 AM
I got some problems :c
What does this mean?


[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 27, 2016, 08:28:24 AM
Quote from: pieronskihahar on May 27, 2016, 07:26:58 AM
I got some problems :c
What does this mean?

Those errors you can ignore. The armor penetration ones are related to the Westernization/CR mods, while the others are harmless. If you also see one related to TraverseParms - it's under investigation (and you should delete your log file before starting a game since it's going to get very large and lag out your game).
Title: Re: [A13] Mod MEGA PACK
Post by: LouisTBR on May 27, 2016, 12:42:25 PM
Lovin' It! Just one thing I have noticed:

The Wargfur rug's description specifies that it is made from 'Hare Fur'.

Ah, look! Muffalo, Boomrat... Human... Oh well, the description is brilliant!
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 27, 2016, 01:08:33 PM
Quote from: Louisthebadassrimworlder on May 27, 2016, 12:42:25 PM
Lovin' It! Just one thing I have noticed:

The Wargfur rug's description specifies that it is made from 'Hare Fur'.

Ah, look! Muffalo, Boomrat... Human... Oh well, the description is brilliant!

Thank you for the kind words! You should probably contact that mod's author and let him know about the warg's treason  ;D ;D ;D
Title: Re: [A13] Mod MEGA PACK
Post by: LouisTBR on May 27, 2016, 02:55:09 PM
Will do! ;-)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 27, 2016, 10:17:00 PM
Crusader, did some further testing in RimWorld. I nailed down the issue:

It's the turrets. Any class of turret, not just mortars like I previously thought. I can reliably reproduce the TraverseParms spam bug by adding certain turrets to trigger it, and deleting the turrets to stop it instantly. I suspect it's a compatibility issue between CR and other mods' turret.

It's worth noting that the turrets seem to function properly (shooting targets that come into range) despite the error spam. The exact error message is largely identical to the image I posted in my previous post.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 28, 2016, 03:23:28 AM
Quote from: Undecided on May 27, 2016, 10:17:00 PM
Crusader, did some further testing in RimWorld. I nailed down the issue:

It's the turrets. Any class of turret, not just mortars like I previously thought. I can reliably reproduce the TraverseParms spam bug by adding certain turrets to trigger it, and deleting the turrets to stop it instantly. I suspect it's a compatibility issue between CR and other mods' turret.

It's worth noting that the turrets seem to function properly (shooting targets that come into range) despite the error spam. The exact error message is largely identical to the image I posted in my previous post.

Yep, I came to the same conclusion yesterday - it's from the "More vanilla turrets" and the error happens for any of the automatic turrets that are on the map. I've contacted the author to let him know :) No amount of mod reordering seemed to stop the spam either. Thanks!  8)
Title: Re: [A13] Mod MEGA PACK
Post by: kaizokoo on May 28, 2016, 09:33:50 AM
So i started playing this mod and all my colonists refused to clean the rubble in my base.
I have them all on 1 for cleaning and even moved clean to the number 1 priority on the left.
Why are they not cleaning ?
They are all Idle doing nothing
Title: Re: [A13] Mod MEGA PACK
Post by: kaizokoo on May 28, 2016, 09:38:05 AM
Quote from: kaizokoo on May 28, 2016, 09:33:50 AM
So i started playing this mod and all my colonists refused to clean the rubble in my base.
I have them all on 1 for cleaning and even moved clean to the number 1 priority on the left.
Why are they not cleaning ?
They are all Idle doing nothing
Ok so i just found out i have to designate a Cleaning area.
I feel like this is something I should have been made aware of when using this mod.
Maybe I missed it ?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 28, 2016, 09:50:59 AM
Quote from: kaizokoo on May 28, 2016, 09:38:05 AM
Quote from: kaizokoo on May 28, 2016, 09:33:50 AM
So i started playing this mod and all my colonists refused to clean the rubble in my base.
I have them all on 1 for cleaning and even moved clean to the number 1 priority on the left.
Why are they not cleaning ?
They are all Idle doing nothing
Ok so i just found out i have to designate a Cleaning area.
I feel like this is something I should have been made aware of when using this mod.
Maybe I missed it ?

Are you seriously asking me to write a guide in which to mention what each of the 80+ mods brings new? :o Unfortunately, even if I wanted to, the first post is nearing the maximum character limit and I can't add more info without sacrificing more important stuff.

If you read some of the previous pages you'll see that other people had the same issue and some of them also mention the cleaning area. It's actually mentioned quite a bit :)
Title: Re: [A13] Mod MEGA PACK
Post by: Tuco on May 28, 2016, 10:54:24 AM
Hi Crusader,
I've been using your mod for awhile now with a few additional mods added, small ones like Right Tool for the Right Job as an example, etc...
I'm using the latest version of your Mod Pack as well as the latest version of CCL.  Currently have a mature colony and absolutely no problems playing on a Ludicrous Map size for the last week until last night.  I had a Pawn who got stuck in the reloading forever bug and unable to Fire the weapon whether through drafting the action or as a Hunter.  Also, I'm playing on permadeath mode and last night I exited the game after having the Pawn drop the weapon and ammo and proceeded to just manufacture another weapon for the pawn.  It was getting late so I exited the game.  This Morning I went to load the colony and It took around 20 minutes to load (Normal load time was under a minute-more like 20-30 seconds).  After finally loading the Map I was missing a ton of things;  all the grass was gone, my farm plots empty but trees were still present.  Also a bunch of items like small plasma generators, granite walls, embrasures disappeared, etc... the list goes on.
It seems my data file and/or save got corrupted but I wanted to see if you've seen anything like this occur before?  I'm attaching the output file here.
I don't expect a definitive answer to my problem as it may simply be a bad save.  I have a high end Alienware system so memory, cpu, video gpu x3 is not a problem, plenty of resources and 'horepower'.
I think before I go ahead and drop my current colony and start another it might help if you have any guidelines when creating a new world using the Mega Mod Pack, Maximum Map/World size etc....  I normally just Max out everything and have had no problems playing but this is the first time I have grown a colony this large.  I will point out I only have 7 colonists plus some tamed animals but the Map was starting to gain a lot of items, carcasses included and therefore the number of items was growing large but savegame file around 10 megs.
Any suggestions would be appreciated.


[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 28, 2016, 11:36:53 AM
Dont play with any other mods. No matter how small they are
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 28, 2016, 12:39:01 PM
@Tuco: probably you changed the order of some mods. That's what happened to me when not being careful with this. The colony is not lost. First of all try reloading it again and see if it works. If not, I recommend getting the modsconfig.xml from my pack and readd whatever mods you were using. Also, another cause for that behavior is that you didn't exit the game after changing the mods/order/etc. Moreover, i cannot guarantee that those extra mods you are using did not corrupt the save...
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 28, 2016, 02:57:49 PM
Anyone else having line-of-sight issues with embrasures? Can't force-fire (or auto-fire) through adjacent embrasures, making them functionally no different than walls. Does low-visibility weather cause issues with embrasures? Minimum weapon distance? Something else I might be missing?
Title: Re: [A13] Mod MEGA PACK
Post by: Justas love on May 28, 2016, 04:42:21 PM
Quote from: Undecided on May 28, 2016, 02:57:49 PM
Anyone else having line-of-sight issues with embrasures? Can't force-fire (or auto-fire) through adjacent embrasures, making them functionally no different than walls. Does low-visibility weather cause issues with embrasures? Minimum weapon distance? Something else I might be missing?
I never used embrasures because i thaught enemies won't actualy shoot my colonists, but when i did - my thaughts became living trueth
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 28, 2016, 05:19:34 PM
The last CR update fixed that. Colonists can shoot through them just fine unless they aren't tall enough (or something), or the weapon cannot shoot over a 75% protective wall (counted from the ground up, in terms of colonist height)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 28, 2016, 05:30:47 PM
Ah, I was one version behind. Good to know.

So has anyone confirmed which turrets cause the TraverseParm errors? Is it only Vanilla Turret mod's auto-turrets that cause the bug, or do other mods' turrets also have issues?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 28, 2016, 07:01:52 PM
Quote from: Undecided on May 28, 2016, 05:30:47 PM
Ah, I was one version behind. Good to know.

So has anyone confirmed which turrets cause the TraverseParm errors? Is it only Vanilla Turret mod's auto-turrets that cause the bug, or do other mods' turrets also have issues?

I only found those from MoreVanillaTurrets, and only the automatic ones. The gun/rocket emplacements work fine. About the embrasures, there was a patch made by someone, that improved their behavior so as to be able to target colonists behind them. You can find it among the last pages of the CR thread - so the version is 1.6.51 basically. Will have to check if further updates are available :)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 28, 2016, 09:00:00 PM
Regarding the embrasure issue, can't get them to work even after overwriting the mods folder with the latest version. What submod specifically address the embrasure line-of-sight issue?

Edit: Copied Rimworld directory, so I could delete everything but core and make an entirely fresh install of nothing except the latest modpack. Still had the embrasure issue, oddly enough. Can anyone else verify whether embrasures work with the latest version?

Edit2: Issue seems related to range? Shooter has no line of sight unless three tiles away from an embrasure (that is, two empty tiles between the embrasure and the shooter). Anything closer and line of sight is lost. This is regardless of weapon type or target range.
Title: Re: [A13] Mod MEGA PACK
Post by: Rekxar on May 29, 2016, 03:36:05 AM
Quote from: Undecided on May 28, 2016, 09:00:00 PM
Regarding the embrasure issue, can't get them to work even after overwriting the mods folder with the latest version. What submod specifically address the embrasure line-of-sight issue?

Edit: Copied Rimworld directory, so I could delete everything but core and make an entirely fresh install of nothing except the latest modpack. Still had the embrasure issue, oddly enough. Can anyone else verify whether embrasures work with the latest version?

Edit2: Issue seems related to range? Shooter has no line of sight unless three tiles away from an embrasure (that is, two empty tiles between the embrasure and the shooter). Anything closer and line of sight is lost. This is regardless of weapon type or target range.

I had this issue a week or two earlier, havent had it since. The issue was specifically with teenager (under 18yo) colonists not being able to shoot over them. I believe the game considers them shorter or something so they can't reach over the 75% required height to shoot. This is my assumption based on what I observed though and I haven't had the issue since not using anyone classified as a teenager
Title: Re: [A13] Mod MEGA PACK
Post by: magik20 on May 29, 2016, 11:36:48 AM
For Combat Realism (I think this is the mod that implements ammo for guns)

is there any way to have pawns self-equip the right ammo for the gun they are carrying?  I'm finding the amount of micro-management needed to make sure they have ammo a bit pain in the ass.
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 29, 2016, 11:59:55 AM
Quote from: Rekxar on May 29, 2016, 03:36:05 AMI believe the game considers them shorter or something so they can't reach over the 75% required height to shoot.

Yup, you were correct. Nice catch, I would have never thought to check the age for this sort of bug. Thanks.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 29, 2016, 12:01:44 PM
Quote from: magik20 on May 29, 2016, 11:36:48 AM
For Combat Realism (I think this is the mod that implements ammo for guns)

is there any way to have pawns self-equip the right ammo for the gun they are carrying?  I'm finding the amount of micro-management needed to make sure they have ammo a bit pain in the ass.

The only way now is through loadouts. And remember not to worry too much about it. You can include more ammo types in a loadout, then right click on the Reload button to change between them. Get your colonists backpacks and vests and there won't be any issue with the weight/bulk.
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 29, 2016, 12:08:51 PM
Crusader, not sure if it's intentional balancing or a bug, at least some of the CR turrets seem incapable of firing through embrasures. Possibly due to height issues? I've only tested Heavy Auto-Turrets, but I think some of the others have the same issue.

Also looks like the autonomous turrets from the CombatRealism Defence mod are also having the TraverseParam bug
Title: Re: [A13] Mod MEGA PACK
Post by: cakeonslaught on May 29, 2016, 01:42:13 PM
My game keeps crashing after a few hours of playtime. I noticed my log file is 20Mb, and it seems to be spamming an error regarding a railgun, and one regarding a "psychic emanation" event. Does anyone know what mod the railgun is from? Does anyone know how to disable the Psychic Emanation event, or where it's found in the defs?

System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.IncidentWorker_PsychicEmanation.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

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


Railgun (normal) burst fire shot count is same or higher than auto fire

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


EDIT: I discovered that the mechanoid ship part event is referred to as the psychic emanator in the defs. I set the probability to 0 and my log seems fine after playing a while. Not sure yet if this was the cause of the crashes.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 29, 2016, 03:02:59 PM
Quote from: Undecided on May 29, 2016, 12:08:51 PM
Crusader, not sure if it's intentional balancing or a bug, at least some of the CR turrets seem incapable of firing through embrasures. Possibly due to height issues? I've only tested Heavy Auto-Turrets, but I think some of the others have the same issue.

Also looks like the autonomous turrets from the CombatRealism Defence mod are also having the TraverseParam bug

Yep, most likely it's a height issue, but possibly for balancing. It makes you have a dynamic defense rather than hide behind 3 layers of walls. You can circumvent this by placing the turrets 3 tiles away from any embrasure (but do note that it'll be like those embrasures are not there if raiders shoot at the turrets!!), and use the colonists in-between :)

@Undecided: please post in the CR thread about it... I think something broke in the latest CR patch because I did not have those TraverParms errors some time ago. I believe [skullywag] is trying to maintain CR and has a github repository where you can post about these errors (the link is among the last pages of the CR thread).

@cakeonslaught: I never had that issue before and it might as well be something with some mod... but I don't know which one (if any) does something linked to the mechanoid ship event. Nevertheless, it does seem strangely familiar to another CR bug, which I urge you to post about in the respective thread + skullywag's github (see my previous paragraph).
Title: Re: [A13] Mod MEGA PACK
Post by: crazybmanp on May 29, 2016, 04:06:33 PM
I am having this error loading from a save file

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 29, 2016, 04:09:24 PM
Quote from: crazybmanp on May 29, 2016, 04:06:33 PM
I am having this error loading from a save file

You have two colonists called "NULL" with some loadouts. How did you come to have those colonists? :) events? dev commands?
Title: Re: [A13] Mod MEGA PACK
Post by: crazybmanp on May 29, 2016, 04:16:16 PM
Its not dev commands, and i didn't notice any colonists that didn't have names, or people that should have joined that don't seem to be actual pawns on the map.

I have no idea how andy got two loadouts and how i have colonists called null.
Title: Re: [A13] Mod MEGA PACK
Post by: magik20 on May 29, 2016, 04:51:15 PM
Game wont load, says to check the logfile... was running fine

Log and modlist here

https://drive.google.com/drive/folders/0B9e_vz0fcMsfOUZueTl3d0pUNnM
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 29, 2016, 08:40:50 PM
Minor compatibility bugs(?) found: Rest and comfort bonuses from furniture (end table, dresser) seem to apply to normal beds and hospital beds, but not to guest beds or hi-tech hospital beds.

Also, gun complexes seem to have infinite ammo. I thought you should know since you seem to place high priority on having all weapons CR-compatible and balanced.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 30, 2016, 01:43:27 AM
Quote from: Undecided on May 29, 2016, 08:40:50 PM
Minor compatibility bugs(?) found: Rest and comfort bonuses from furniture (end table, dresser) seem to apply to normal beds and hospital beds, but not to guest beds or hi-tech hospital beds.

Also, gun complexes seem to have infinite ammo. I thought you should know since you seem to place high priority on having all weapons CR-compatible and balanced.

None of the stuff from MoreVanillaTurrets has ammo but they are necessary since you kind of need turrets at the start. I've already mentioned that several pages ago. I've seen that the comfort bonuses are applied to guest beds. Maybe the tooltip is not updated
Title: Re: [A13] Mod MEGA PACK
Post by: Exabit on May 30, 2016, 05:48:34 AM
Quote from: Garr1971 on May 16, 2016, 03:30:35 AM
I added a few other mods:
***
ARBFasterSleepSickImmunity - satisfied that the pawn heal faster during sleep
ARBNoInfestations - no more bugs in cave!
BrainMod v1.00 - devices for giving traits to colonists
Clock - clock, simply clock
Clutter Furniture - IKEA in 5500
CorePanda v13.2 - see below
ED-PersonalNanoShields - cheat a little, but good shields
Expanded Power v1.00 - big plasma generator
ExtendedStorage-ExtendedStorage1.4 - excellent crates, boxes and baskets
Food Preservation 1.2 - jerky, dried fruits and berries, good support, when there is no refrigerator
GeneticEngineering v1.0 - minor modifications of the pawns, and help diversify the game
Good luck Bigger raids - big, very big raids, minimal 12-15 enemies
LED Lights 1.4 - cheap lamps
LT_ADogSaid - Prosthetics your animals
Marijuana Mod [A13] - marijuana is marijuana, bring joy to the colonists
MechaniteAugmentation - reversible disease for the benefit of the colonists
Mending - Oooo!!! just fix it, and how much joy
Miscellaneous_MAI - colonists do with his own hands
Miscellaneous_Robots - bot haulers, cleaners, gardeners, free from the hands of simple labor
Miscellaneous_Robots_Xtension - see above
ModRequestedTraits - terms of skills degradation over time, softer
More Factions Spawn - more factions spawn, thanks KO
Pawn State Icons - icons of needs pawns
PersonalShieldMKII-PersonalShieldMKII1.3 - easier, cheaper, more functional
PowerArmourMKII-PowerArmourMKII1.4 - easier, cheaper, more functional
Raccoon 's Mods - boots and gloves
RemoteExplosives - remote explosives, thanks KO
RimPharma v2.14 - ooo, drugs)
RW_FluffyRelations-0.13.0.1 - plenty of family ties, likes and dislikes
Soda Brewing v1.50 - bring joy colonist
T-CoreCropTweaks -
T-ExpandedCrops -
T-MoreFloors -
Vegetable Garden v3.6 - yeah, why not?
***
compatible with the pack, not to say more in detail
I am sorry for bad english

Any idea how to make the Mending mod work? End of the load order, my colonists drop to the planet and stand forever. Near beginning, and it spawned mending tables everywhere there was a block. Not exactly advanced with troubleshooting mods.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 30, 2016, 11:28:55 AM
QuoteAny idea how to make the Mending mod work? End of the load order, my colonists drop to the planet and stand forever. Near beginning, and it spawned mending tables everywhere there was a block. Not exactly advanced with troubleshooting mods.

If you have all those extra mods from above together with this pack, then something will surely conflict with Mending. I'm surprised you could add so many while still having everything in working order (to be honest, probably a lot of them are not, but it may be hard to find out if the incompatibilities are minor or well hidden). Try adding Mending after the last of the mods that deals with apparel, and before Combat Realism. Some further reordering might be required which I do advise against though... or simply try it without those extra mods (i.e. just use this pack as-is, with Mending before CombatRealism). Cannot make any promises of it working (roughly 90% it won't).
Title: Re: [A13] Mod MEGA PACK
Post by: Exabit on May 30, 2016, 12:36:03 PM
Quote from: crusader2010 on May 30, 2016, 11:28:55 AM
QuoteAny idea how to make the Mending mod work? End of the load order, my colonists drop to the planet and stand forever. Near beginning, and it spawned mending tables everywhere there was a block. Not exactly advanced with troubleshooting mods.

If you have all those extra mods from above together with this pack, then something will surely conflict with Mending. I'm surprised you could add so many while still having everything in working order (to be honest, probably a lot of them are not, but it may be hard to find out if the incompatibilities are minor or well hidden). Try adding Mending after the last of the mods that deals with apparel, and before Combat Realism. Some further reordering might be required which I do advise against though... or simply try it without those extra mods (i.e. just use this pack as-is, with Mending before CombatRealism). Cannot make any promises of it working (roughly 90% it won't).

I surely haven't gone as overboard with my extra mods as the posted I quoted, though I do have 3-4 of them. Nothing created new errors at the end of the load order, so I'd deem it safe. :P Anywho, just loaded Mending directly before CR Core and got the standing issue again. Full error in attachment.

Edit: For information's sake, the mods I mentioned at the end of the load order are "Practise Target," "Pawn State Icons," "HaulIT," "Faster Sleeping Sickness Immunity," "ED-Personal Nano Shields," "ED-Personal Animal Shields," "Latta's A Dog Said," and "EdB Prepare Carefully."

[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 30, 2016, 12:54:17 PM
Hey crusader, this is just a suggestion, but have you considered maybe making full-face helmets invisible? It's just a suggestion, and if you don't think it's a good idea, I understand.

But my reasoning is once you get to the point colonists start using power armor, my pawns all look like rainbow power rangers... I couldn't tell the gender, let alone who they are, if not for their nametags. And it's not like we can re-paint power armor to colour coordinate them for identification.

If you're (or anyone else reading this) are interested in it, just delete the following line from \Mods\CombatRealism\Defs\ThingDefs\Apparel_Hats.xml:

<worngraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</worngraphicPath>
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 30, 2016, 01:02:51 PM
Quote from: Undecided on May 30, 2016, 12:54:17 PM
Hey crusader, this is just a suggestion, but have you considered maybe making full-face helmets invisible? It's just a suggestion, and if you don't think it's a good idea, I understand.

But my reasoning is once you get to the point colonists start using power armor, my pawns all look like rainbow power rangers... I couldn't tell the gender, let alone who they are, if not for their nametags. And it's not like we can re-paint power armor to colour coordinate them for identification.

If you're (or anyone else reading this) are interested in it, just delete the following line from \Mods\CombatRealism\Defs\ThingDefs\Apparel_Hats.xml:

<worngraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</worngraphicPath>

I'll update the info section on the main thread with this info, for whoever wants this :) I cannot forcibly impose this change because everyone has a different style of play etc. Thank you :)
Title: Re: [A13] Mod MEGA PACK
Post by: crazybmanp on May 30, 2016, 01:05:03 PM
So is there no help for the errors being reported, or is this pack just unstable and not guaranteed to save correctly?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 30, 2016, 01:20:00 PM
Quote from: crazybmanp on May 30, 2016, 01:05:03 PM
So is there no help for the errors being reported, or is this pack just unstable and not guaranteed to save correctly?

For me it's very stable, same for many others - but everyone is free to play whatever they wish. I've never had those errors before and cannot reproduce them. Basically I was asking for more information about what happened that you got two NULL colonists (did they get abducted, did you send them on a mission etc) - and you cannot have 2 colonists with the same name/ID - in order to figure out what mod might be causing this. My guess is still CombatRealism(since it's related to loadouts), thus I've urged you guys to post in that thread and let the people there know, as well as post on Skullwag's CombatRealism GITHUB.

PS: like I said 1000 times already, I don't provide support for the mods as I am not a modder. Each mod has its own thread and author for a reason. The only support I can provide is at a general level.

PPS: also, don't expect a save to NOT be corrupted if you alter the mods' order or don't exit and reenter the game after opening the Mods menu.
Title: Re: [A13] Mod MEGA PACK
Post by: crazybmanp on May 30, 2016, 01:25:37 PM
I wasn't directed or asked to do anything.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 30, 2016, 02:47:04 PM
Quote from: Exabit on May 30, 2016, 12:36:03 PM
Quote from: crusader2010 on May 30, 2016, 11:28:55 AM
QuoteAny idea how to make the Mending mod work? End of the load order, my colonists drop to the planet and stand forever. Near beginning, and it spawned mending tables everywhere there was a block. Not exactly advanced with troubleshooting mods.

If you have all those extra mods from above together with this pack, then something will surely conflict with Mending. I'm surprised you could add so many while still having everything in working order (to be honest, probably a lot of them are not, but it may be hard to find out if the incompatibilities are minor or well hidden). Try adding Mending after the last of the mods that deals with apparel, and before Combat Realism. Some further reordering might be required which I do advise against though... or simply try it without those extra mods (i.e. just use this pack as-is, with Mending before CombatRealism). Cannot make any promises of it working (roughly 90% it won't).

I surely haven't gone as overboard with my extra mods as the posted I quoted, though I do have 3-4 of them. Nothing created new errors at the end of the load order, so I'd deem it safe. :P Anywho, just loaded Mending directly before CR Core and got the standing issue again. Full error in attachment.

Edit: For information's sake, the mods I mentioned at the end of the load order are "Practise Target," "Pawn State Icons," "HaulIT," "Faster Sleeping Sickness Immunity," "ED-Personal Nano Shields," "ED-Personal Animal Shields," "Latta's A Dog Said," and "EdB Prepare Carefully."

From what I remember, "Prepare carefully" might be incompatible with some of the mods from this pack and probably with CR as well. Remove that and maybe "Pawn state icons" and try again. Also, move the EnhancedDevelopment mods to their "group" (i.e. after the other ED mods from the pack) just to be safe. Hopefully everything is ok with the rest of the mods you added (not sure but HaulIT could cause some issues too...).

QuoteI wasn't directed or asked to do anything.

I specifically wrote on the first post about how to report errors (now I added the part about CR since it seems to be causing problems - yet I still don't know what(if) you changed (anything) from a clean installation of this pack).
Title: Re: [A13] Mod MEGA PACK
Post by: Reflexial on May 30, 2016, 07:57:07 PM
Quote from: jay_rab on May 04, 2016, 05:11:40 AM
"4. If you release a modpack, you must fully credit the authors of all mods included in the pack. You must present a list of all included mods, each tagged with the names of the author(s), and with a direct link to the original mod's release page. You must abide by the license restrictions of the respective mods."

This thread shouldnt of been made in the first place... Its clear the thread owner didnt care about following rules or about the feelings of the modders. Thats the issue with modpacks... the people behind them use little to no effort and just spit on the faces of those who make the modding community great, its really time to stop allowing modpacks all together as its clear they are not abiding by rules and only cause conflict in this community.

You're a dickhead mate.  Putting packs together like this takes a lot of work.  And, it doesn't reflect badly on the individual mod makers in any way.

SO tired of the whiny self entitled pricks in mod scenes today.  I wish we could go back to the days of old when nobody cared who stole from anyone, because nobody is making money, and it's all about creativity and having fun.

I don't know what wave of children spawned this type of drama bullshit and selfishness, but I'm going to assume Minecraft modders with no prior modding culture.

Title: Re: [A13] Mod MEGA PACK
Post by: magik20 on May 31, 2016, 12:14:20 AM
anyone else having issues getting pawns to clean?

ive tried deleting and re-adding the cleaning zone a dozen times, at best they will clean a small area but no where near the area they should.

Is this tied to a specific mod I can chase down?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 31, 2016, 01:45:26 AM
Quote from: magik20 on May 31, 2016, 12:14:20 AM
anyone else having issues getting pawns to clean?

ive tried deleting and re-adding the cleaning zone a dozen times, at best they will clean a small area but no where near the area they should.

Is this tied to a specific mod I can chase down?

It's a known issue that sometimes occurs with LT-NoCleaningPlease. Please read the first post
Title: Re: [A13] Mod MEGA PACK
Post by: Exabit on May 31, 2016, 09:25:09 AM
Quote from: crusader2010 on May 30, 2016, 02:47:04 PM
Quote from: Exabit on May 30, 2016, 12:36:03 PM
Quote from: crusader2010 on May 30, 2016, 11:28:55 AM
QuoteAny idea how to make the Mending mod work? End of the load order, my colonists drop to the planet and stand forever. Near beginning, and it spawned mending tables everywhere there was a block. Not exactly advanced with troubleshooting mods.

If you have all those extra mods from above together with this pack, then something will surely conflict with Mending. I'm surprised you could add so many while still having everything in working order (to be honest, probably a lot of them are not, but it may be hard to find out if the incompatibilities are minor or well hidden). Try adding Mending after the last of the mods that deals with apparel, and before Combat Realism. Some further reordering might be required which I do advise against though... or simply try it without those extra mods (i.e. just use this pack as-is, with Mending before CombatRealism). Cannot make any promises of it working (roughly 90% it won't).

I surely haven't gone as overboard with my extra mods as the posted I quoted, though I do have 3-4 of them. Nothing created new errors at the end of the load order, so I'd deem it safe. :P Anywho, just loaded Mending directly before CR Core and got the standing issue again. Full error in attachment.

Edit: For information's sake, the mods I mentioned at the end of the load order are "Practise Target," "Pawn State Icons," "HaulIT," "Faster Sleeping Sickness Immunity," "ED-Personal Nano Shields," "ED-Personal Animal Shields," "Latta's A Dog Said," and "EdB Prepare Carefully."

From what I remember, "Prepare carefully" might be incompatible with some of the mods from this pack and probably with CR as well. Remove that and maybe "Pawn state icons" and try again. Also, move the EnhancedDevelopment mods to their "group" (i.e. after the other ED mods from the pack) just to be safe. Hopefully everything is ok with the rest of the mods you added (not sure but HaulIT could cause some issues too...).


Just started a new colony minus the two ED mods with Mending just before CR Core in the load order. No blocks have been replaced by mending tables, and no errors have been logged nor is anyone standing around. Thanks for the help and patience, crusader.

BTW, the military grade turret spams the error "TraverseParms for null pawn". It may have tanked my performance on my last colony as the only speed I could play on with over 20 FPS was 1. Though, I did have 4-5 of them. More of a nuisance than anything if that isn't the case, as it triggers the auto-open.
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 31, 2016, 11:47:15 AM
Quote from: Exabit on May 31, 2016, 09:25:09 AM
BTW, the military grade turret spams the error "TraverseParms for null pawn". It may have tanked my performance on my last colony as the only speed I could play on with over 20 FPS was 1. Though, I did have 4-5 of them. More of a nuisance than anything if that isn't the case, as it triggers the auto-open.

AFAIK all auto-targeting turrets (e.g., those that don't require pawns manning it to operate) cause that error every single tick. An easy work around is to make all your automatic turrets tied into a power grid with a power switch, so you can swiftly turn them off (and disable the errors/slowdown) when combat ends.

Unrelated question, but Crusader, since you seem knowledgeable about CR: What's the most effective way to train shooting in this modpack? Do semi-auto sniper weapons train more power shot, or are rapid fire weapons the best method of training? And is it only some of the turrets that don't increase shooting skill, or are they all useless for training?

Also, you sure about the furniture bonuses apply to guest beds? There's no line drawn from the furniture during placement to indicate it's receiving a bonus (as it does for normal beds), and inspecting them in detail doesn't show any increase in rest effectiveness. Maybe you're confusing the rest effectiveness bonus from higher quality bed construction with the furniture?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 31, 2016, 12:23:37 PM
Quote from: Undecided on May 31, 2016, 11:47:15 AM
Quote from: Exabit on May 31, 2016, 09:25:09 AM
BTW, the military grade turret spams the error "TraverseParms for null pawn". It may have tanked my performance on my last colony as the only speed I could play on with over 20 FPS was 1. Though, I did have 4-5 of them. More of a nuisance than anything if that isn't the case, as it triggers the auto-open.

AFAIK all auto-targeting turrets (e.g., those that don't require pawns manning it to operate) cause that error every single tick. An easy work around is to make all your automatic turrets tied into a power grid with a power switch, so you can swiftly turn them off (and disable the errors/slowdown) when combat ends.

Unrelated question, but Crusader, since you seem knowledgeable about CR: What's the most effective way to train shooting in this modpack? Do semi-auto sniper weapons train more power shot, or are rapid fire weapons the best method of training? And is it only some of the turrets that don't increase shooting skill, or are they all useless for training?

Hm, hard questions actually. I usually train on the wildlife or none at all. There are some mods (that I think are compatible) which help with this by giving you the option to build training dummies for example. What I don't like though, is the fact that they don't have infinite health and you must keep on rebuilding them (and some weapons destroy them in one shot I think). About which weapons are better, I have no idea :D not sure if everything is normalized either (i.e. same skill growth with all types of weapons, regardless of fire rate and such), or if a "burst shot" counts as one sniper bullet for example; if not, then it's probably better to get automatic weapons :)

I believe this is a question for the CR thread, in the hopes that someone is knowledgeable enough to answer it.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 31, 2016, 01:13:39 PM
Is there anyone else willing to help me test a modified .dll for LT_NoCleaningPlease?
I've been talking with magik20 and tested one of his saved games in which colonists got stuck while cleaning. After replacing the mod's dll with this one, they started cleaning properly again.

The link is: HERE (https://mega.nz/#!YREnnS5Q!pW49fNzqQYyE0b9I77yd3NlKXZoHgmLq6oRpxGTbek8)

All you have to do is this:

1. Open Rimworld and a saved game in which you have the cleaning bug. Confirm that the bug is still in effect!
2. Quit Rimworld.
3. Go to the folder "\Mods\LT_NoCleaningPlease-0.13.0.1\Assemblies", and move the .dll from there to a safe location. This is the original "NoCleaningPlease.dll" library of the mod, so keep it safe.
4. Copy my .dll in the same folder (make sure it's the only .dll file in there).
5. Open up Rimworld and the saved game, make sure you have cleaning areas properly set up, draft and undraft your colonists while the game is not paused.
6. Order one colonist (that is able) to clean something from within the cleaning area and see if he still gets stuck.
7. If you still have the bug, delete my .dll and put back the original - and reply here :)

Let me know how it goes please!
Title: Re: [A13] Mod MEGA PACK
Post by: magik20 on May 31, 2016, 03:28:27 PM
Anyone know why my silver doesnt show up when I trade with passing ships?

http://i.imgur.com/6XZSCgL.jpg
Title: Re: [A13] Mod MEGA PACK
Post by: joaonunes on May 31, 2016, 03:47:27 PM
Quote from: magik20 on May 31, 2016, 03:28:27 PM
Anyone know why my silver doesnt show up when I trade with passing ships?

http://i.imgur.com/6XZSCgL.jpg

do you have silver in range of an Orbital Trade Beacon?
Title: Re: [A13] Mod MEGA PACK
Post by: BlackSmokeDMax on May 31, 2016, 03:48:31 PM
Quote from: magik20 on May 31, 2016, 03:28:27 PM
Anyone know why my silver doesnt show up when I trade with passing ships?

http://i.imgur.com/6XZSCgL.jpg

Is it within the radius of an orbital trade beacon? Unlike the ground traders, everything (including your money) needs to be under the limits of a beacon to use in trade.

If yes, was it originally within a beacon, and you later made a wall which blocked the trade beacon's effect? Believe that behavior was new in A13.
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on May 31, 2016, 04:18:31 PM
Quote from: crusader2010 on May 31, 2016, 01:13:39 PM
Is there anyone else willing to help me test a modified .dll for LT_NoCleaningPlease?
I've been talking with magik20 and tested one of his saved games in which colonists got stuck while cleaning. After replacing the mod's dll with this one, they started cleaning properly again.

The link is: HERE (https://mega.nz/#!YREnnS5Q!pW49fNzqQYyE0b9I77yd3NlKXZoHgmLq6oRpxGTbek8)

All you have to do is this:

1. Open Rimworld and a saved game in which you have the cleaning bug. Confirm that the bug is still in effect!
2. Quit Rimworld.
3. Go to the folder "\Mods\LT_NoCleaningPlease-0.13.0.1\Assemblies", and move the .dll from there to a safe location. This is the original "NoCleaningPlease.dll" library of the mod, so keep it safe.
4. Copy my .dll in the same folder (make sure it's the only .dll file in there).
5. Open up Rimworld and the saved game, make sure you have cleaning areas properly set up, draft and undraft your colonists while the game is not paused.
6. Order one colonist (that is able) to clean something from within the cleaning area and see if he still gets stuck.
7. If you still have the bug, delete my .dll and put back the original - and reply here :)

Let me know how it goes please!

Is there actually a need for the no-clean mod? I mean, now that you can manually create as many restriction areas as you want, the only difference between the "home" area and all the others is that pawns auto-clean the home area. So in vanilla rimworld, the "designate home area" does the exact same thing as "designate cleaning area" for this mod.

Just use custom areas to designate restrictions for pawn movement, and use your home area to dictate where they're allowed to clean.
Title: Re: [A13] Mod MEGA PACK
Post by: magik20 on May 31, 2016, 04:32:14 PM
Quote from: BlackSmokeDMax on May 31, 2016, 03:48:31 PM
Quote from: magik20 on May 31, 2016, 03:28:27 PM
Anyone know why my silver doesnt show up when I trade with passing ships?

http://i.imgur.com/6XZSCgL.jpg
perfect, worked!  thanks!

Is it within the radius of an orbital trade beacon? Unlike the ground traders, everything (including your money) needs to be under the limits of a beacon to use in trade.

If yes, was it originally within a beacon, and you later made a wall which blocked the trade beacon's effect? Believe that behavior was new in A13.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on May 31, 2016, 04:51:19 PM
Quote from: Undecided on May 31, 2016, 04:18:31 PM
Quote from: crusader2010 on May 31, 2016, 01:13:39 PM
Is there anyone else willing to help me test a modified .dll for LT_NoCleaningPlease?
I've been talking with magik20 and tested one of his saved games in which colonists got stuck while cleaning. After replacing the mod's dll with this one, they started cleaning properly again.

The link is: HERE (https://mega.nz/#!YREnnS5Q!pW49fNzqQYyE0b9I77yd3NlKXZoHgmLq6oRpxGTbek8)

All you have to do is this:

1. Open Rimworld and a saved game in which you have the cleaning bug. Confirm that the bug is still in effect!
2. Quit Rimworld.
3. Go to the folder "\Mods\LT_NoCleaningPlease-0.13.0.1\Assemblies", and move the .dll from there to a safe location. This is the original "NoCleaningPlease.dll" library of the mod, so keep it safe.
4. Copy my .dll in the same folder (make sure it's the only .dll file in there).
5. Open up Rimworld and the saved game, make sure you have cleaning areas properly set up, draft and undraft your colonists while the game is not paused.
6. Order one colonist (that is able) to clean something from within the cleaning area and see if he still gets stuck.
7. If you still have the bug, delete my .dll and put back the original - and reply here :)

Let me know how it goes please!

Is there actually a need for the no-clean mod? I mean, now that you can manually create as many restriction areas as you want, the only difference between the "home" area and all the others is that pawns auto-clean the home area. So in vanilla rimworld, the "designate home area" does the exact same thing as "designate cleaning area" for this mod.

Just use custom areas to designate restrictions for pawn movement, and use your home area to dictate where they're allowed to clean.

Why restrict the movement of colonists by having to create dozens of areas, when you can just restrict the cleaning area? The home area allows for fighting fires too, which you may not want to totally overlap with cleaning. Also, there is a hard limit for the number of areas you can have (and it's not a lot).

So, yes, there is a great need for this cleaning mod. Probably in the next few days i'll update the pack with some stuff, as well as this change that seems to have fixed the issues. Hopefully more people willing to test will appear :)
Title: Re: [A13] Mod MEGA PACK
Post by: Oga88 on June 01, 2016, 02:33:22 AM
nice pack... but you should add some stockpile mods to it.
Title: Re: [A13] Mod MEGA PACK
Post by: cakeonslaught on June 01, 2016, 03:09:54 AM
Hi guys,

I'm getting a crash related to the railgun. My game freezes when it attempts to generate some event, probably a raid, and i get the following error in my log file:


Railgun (normal) burst fire shot count is same or higher than auto fire


I've found the .xml's for the railgun in two mods, one is misc_patch_core_combatrealism and the other is Miscellaneous_Core. If anyone has any ideas, please let me know.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 01, 2016, 03:29:52 AM
You should let the author of the mod know about this error (provide the output log file too); he's the one most likely to know what happens.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 01, 2016, 12:27:12 PM
Updated the first post with a new pack version - v9. See CHANGELOG 12 for details! Also, be aware that I made a few changes to the assemblies of LT_NoCleaningPlease and CombatRealism to fix some errors. Make sure you read the "IMPORTANT" section!

Might require a new colony to play!

Please help me test the changes to the .dll files of the two mods!
Title: Re: [A13] Mod MEGA PACK
Post by: magik20 on June 01, 2016, 12:59:49 PM
This smart apparel mod seems great

https://ludeon.com/forums/index.php?topic=16558.0
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 01, 2016, 01:17:20 PM
Quote from: magik20 on June 01, 2016, 12:59:49 PM
This smart apparel mod seems great

https://ludeon.com/forums/index.php?topic=16558.0

I know :) might not be compatible with CR (same as AutoEquip). Waiting on a response on that thread ;)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on June 01, 2016, 01:44:43 PM
QuoteI know :) might not be compatible with CR (same as AutoEquip)

What's the issue you're having with AutoEquip? I haven't noticed any major issues with it in my game.

And could you clarify what the changes to CR are? So we won't just end up repeating regular CR bug reports, but rather just those that you tried to tweak/fix and want feedback on.

Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 01, 2016, 02:10:58 PM
Quote from: Undecided on June 01, 2016, 01:44:43 PM
QuoteI know :) might not be compatible with CR (same as AutoEquip)

What's the issue you're having with AutoEquip? I haven't noticed any major issues with it in my game.

And could you clarify what the changes to CR are? So we won't just end up repeating regular CR bug reports, but rather just those that you tried to tweak/fix and want feedback on.

I believe CR modifies something related to apparel. I could not get Autoequip to work with this pack.

The changes that I made are the following:

1. LT_NoCleaningPlease => colonists should no longer get stuck cleaning. I've tested this with a saved game from magik20, and they started cleaning properly again with my changed .dll. Needs more tests though.

2. CombatRealism => got rid of the "TraverseParms" errors related to the automated turrets. Unfortunately I treated only the effect and not the cause(no idea why the "pawn" parameter gets passed as NULL when a turret tries to find a target - and why this error did not happen until now! it's understandable to not find a target when there are no raids, but it never generated an error before). Only tested this with those from MoreVanillaTurrets; also tested a bit some common colonist actions related to firing, manning turrets, etc - and didn't have any issues. I'm more "afraid" of the syntax changes I had to do to make the mod code compatible with C# 5.0 (some coding shortcuts are not present in Visual Studio 2013 vs VS2015).

3. CombatRealism => also tried to get rid of the "NULL" pawns error, but I'm not really sure I was successful since I never had this error before. Most likely a condition for when a pawn is "off the map" also needs to be added but I have no idea which property can help with this (wild guess: pawn.Position < (0,0,0)). This needs proper testing.

That's it :)
Title: Re: [A13] Mod MEGA PACK
Post by: RobBrown4PM on June 01, 2016, 05:17:20 PM
So Windows 10 decided to automatically install itself on my computer this morning. I can't seem to find my folder under users to throw my modconfig file in to. Appdata doesen't exist under my user account folder, thus leading me to a dead end. I can't even find it when I search my computer.

EDIT: I figures it out, the folder is simply hidden.

Second EDIT: Nope, never mind, I deleted the Ludeon Studio's folder as I was experiencing some issues with the mods and their order and wanted to refresh everything so I deleted the game folder and the Ludeon Studio's folder from Appdata/locallow. Long story short it didn't appear when I reinstalled the game, and yes I did open the game atleast once.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 01, 2016, 05:40:38 PM
Quote from: RobBrown4PM on June 01, 2016, 05:17:20 PM
So Windows 10 decided to automatically install itself on my computer this morning. I can't seem to find my folder under users to throw my modconfig file in to. Appdata doesen't exist under my user account folder, thus leading me to a dead end. I can't even find it when I search my computer.

EDIT: I figures it out, the folder is simply hidden.

Second EDIT: Nope, never mind, I deleted the Ludeon Studio's folder as I was experiencing some issues with the mods and their order and wanted to refresh everything so I deleted the game folder and the Ludeon Studio's folder from Appdata/locallow. Long story short it didn't appear when I reinstalled the game, and yes I did open the game atleast once.

I'm using windows10 too and funny enough the same thing happened to me - it installed itself although it was supposed to only download the files :) I believe you need to make sure this path exists (i.e. all folders): \AppData\LocalLow\Ludeon Studios\RimWorld  Probably the Config and Saves folders will create themselves after launching the game once.
Title: Re: [A13] Mod MEGA PACK
Post by: RobBrown4PM on June 01, 2016, 05:44:57 PM
Quote from: crusader2010 on June 01, 2016, 05:40:38 PM
Quote from: RobBrown4PM on June 01, 2016, 05:17:20 PM
So Windows 10 decided to automatically install itself on my computer this morning. I can't seem to find my folder under users to throw my modconfig file in to. Appdata doesen't exist under my user account folder, thus leading me to a dead end. I can't even find it when I search my computer.

EDIT: I figures it out, the folder is simply hidden.

Second EDIT: Nope, never mind, I deleted the Ludeon Studio's folder as I was experiencing some issues with the mods and their order and wanted to refresh everything so I deleted the game folder and the Ludeon Studio's folder from Appdata/locallow. Long story short it didn't appear when I reinstalled the game, and yes I did open the game atleast once.

I'm using windows10 too and funny enough the same thing happened to me - it installed itself although it was supposed to only download the files :) I believe you need to make sure this path exists (i.e. all folders): \AppData\LocalLow\Ludeon Studios\RimWorld  Probably the Config and Saves folders will create themselves after launching the game once.

I wrote a number of scathing remarks to Microsoft upon the little bubble popping up asking if I was satisfied with Windows 10 thus far.

The Ludeon Studio's file does not exist. I have tried unistalling and installing the game a number of times since I deleted the Ludeon Studio's folder under Appdata/locallow. And I have started the game up everytime hoping it would re-appear, unfortunately it hasn't Any clue as to what I can do?

Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 01, 2016, 06:30:23 PM
Quote from: RobBrown4PM on June 01, 2016, 05:44:57 PM
Quote from: crusader2010 on June 01, 2016, 05:40:38 PM
Quote from: RobBrown4PM on June 01, 2016, 05:17:20 PM
So Windows 10 decided to automatically install itself on my computer this morning. I can't seem to find my folder under users to throw my modconfig file in to. Appdata doesen't exist under my user account folder, thus leading me to a dead end. I can't even find it when I search my computer.

EDIT: I figures it out, the folder is simply hidden.

Second EDIT: Nope, never mind, I deleted the Ludeon Studio's folder as I was experiencing some issues with the mods and their order and wanted to refresh everything so I deleted the game folder and the Ludeon Studio's folder from Appdata/locallow. Long story short it didn't appear when I reinstalled the game, and yes I did open the game atleast once.

I'm using windows10 too and funny enough the same thing happened to me - it installed itself although it was supposed to only download the files :) I believe you need to make sure this path exists (i.e. all folders): \AppData\LocalLow\Ludeon Studios\RimWorld  Probably the Config and Saves folders will create themselves after launching the game once.

I wrote a number of scathing remarks to Microsoft upon the little bubble popping up asking if I was satisfied with Windows 10 thus far.

The Ludeon Studio's file does not exist. I have tried unistalling and installing the game a number of times since I deleted the Ludeon Studio's folder under Appdata/locallow. And I have started the game up everytime hoping it would re-appear, unfortunately it hasn't Any clue as to what I can do?

Simply create the Ludeon Studios and Rimworld folders manually under AppData.
Title: Re: [A13] Mod MEGA PACK
Post by: Jaxxa on June 01, 2016, 06:38:37 PM
Quote from: crusader2010 on June 01, 2016, 06:30:23 PM
Quote from: RobBrown4PM on June 01, 2016, 05:44:57 PM
Quote from: crusader2010 on June 01, 2016, 05:40:38 PM
Quote from: RobBrown4PM on June 01, 2016, 05:17:20 PM
So Windows 10 decided to automatically install itself on my computer this morning. I can't seem to find my folder under users to throw my modconfig file in to. Appdata doesen't exist under my user account folder, thus leading me to a dead end. I can't even find it when I search my computer.

EDIT: I figures it out, the folder is simply hidden.

Second EDIT: Nope, never mind, I deleted the Ludeon Studio's folder as I was experiencing some issues with the mods and their order and wanted to refresh everything so I deleted the game folder and the Ludeon Studio's folder from Appdata/locallow. Long story short it didn't appear when I reinstalled the game, and yes I did open the game atleast once.

I'm using windows10 too and funny enough the same thing happened to me - it installed itself although it was supposed to only download the files :) I believe you need to make sure this path exists (i.e. all folders): \AppData\LocalLow\Ludeon Studios\RimWorld  Probably the Config and Saves folders will create themselves after launching the game once.

I wrote a number of scathing remarks to Microsoft upon the little bubble popping up asking if I was satisfied with Windows 10 thus far.

The Ludeon Studio's file does not exist. I have tried unistalling and installing the game a number of times since I deleted the Ludeon Studio's folder under Appdata/locallow. And I have started the game up everytime hoping it would re-appear, unfortunately it hasn't Any clue as to what I can do?

Simply create the Ludeon Studios and Rimworld folders manually under AppData.

Just Running Rimworld should create the Folders if they are missing.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 01, 2016, 06:46:41 PM
Updated main post with the pack version v9.1. Read CHANGELOG 13 for details and the "IMPORTANT" section!

Basically the only thing that's changed from version v9 of the pack is the CombatRealism mod.

If you don't want to download the whole pack again, simply get the new DLL from here: COMBAT REALISM NEW DLL FILE (https://mega.nz/#!YAdgkSAS!73QfJmvh7G-Qu_A3F7mKs9-N8twD0WSw-9d4bqJ6gZg)

Make sure you copy it over into the "\Mods\CombatRealism\Assemblies" folder!
Title: Re: [A13] Mod MEGA PACK
Post by: RobBrown4PM on June 01, 2016, 09:35:48 PM
Quote from: Jaxxa on June 01, 2016, 06:38:37 PM
Quote from: crusader2010 on June 01, 2016, 06:30:23 PM
Quote from: RobBrown4PM on June 01, 2016, 05:44:57 PM
Quote from: crusader2010 on June 01, 2016, 05:40:38 PM
Quote from: RobBrown4PM on June 01, 2016, 05:17:20 PM
So Windows 10 decided to automatically install itself on my computer this morning. I can't seem to find my folder under users to throw my modconfig file in to. Appdata doesen't exist under my user account folder, thus leading me to a dead end. I can't even find it when I search my computer.

EDIT: I figures it out, the folder is simply hidden.

Second EDIT: Nope, never mind, I deleted the Ludeon Studio's folder as I was experiencing some issues with the mods and their order and wanted to refresh everything so I deleted the game folder and the Ludeon Studio's folder from Appdata/locallow. Long story short it didn't appear when I reinstalled the game, and yes I did open the game atleast once.

I'm using windows10 too and funny enough the same thing happened to me - it installed itself although it was supposed to only download the files :) I believe you need to make sure this path exists (i.e. all folders): \AppData\LocalLow\Ludeon Studios\RimWorld  Probably the Config and Saves folders will create themselves after launching the game once.

I wrote a number of scathing remarks to Microsoft upon the little bubble popping up asking if I was satisfied with Windows 10 thus far.

The Ludeon Studio's file does not exist. I have tried unistalling and installing the game a number of times since I deleted the Ludeon Studio's folder under Appdata/locallow. And I have started the game up everytime hoping it would re-appear, unfortunately it hasn't Any clue as to what I can do?

Simply create the Ludeon Studios and Rimworld folders manually under AppData.

Just Running Rimworld should create the Folders if they are missing.

It doesen't or atleast my experience didn't.

I figures it out though, I had to create a world and then save a game, it then created the Ludeon Studio's folder again.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 09:07:07 AM
Guys, don't forget to update CCL to v0.13.3 when you play. Might take a while until I update the pack! :)
Title: Re: [A13] Mod MEGA PACK
Post by: pieruler1 on June 02, 2016, 09:28:33 AM
I'm new to RimWorld, and I decided to try your mod pack, but I can't figure out how to disable the no cleaning mod without causing my save to not be able to load. Please help (Pardon me if I didn't realize that it would be a simple fix)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 10:21:19 AM
Quote from: pieruler1 on June 02, 2016, 09:28:33 AM
I'm new to RimWorld, and I decided to try your mod pack, but I can't figure out how to disable the no cleaning mod without causing my save to not be able to load. Please help (Pardon me if I didn't realize that it would be a simple fix)

The save gets corrupted and you need to start over... OR try editing the save file and removing the line with that mod(in ....\appdata\ludeon\rimworld\saves). But if you have cleaning areas set up, this won't work. But I'd say you try the mod since I changed it a bit and there should be no more errors... if this is what you are concerned about.
Title: Re: [A13] Mod MEGA PACK
Post by: masterzed on June 02, 2016, 11:02:29 AM
(http://i.imgur.com/MU2w3Xp.png)

Look the image
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 11:10:13 AM
That's not possible unless you did something wrong when you installed the game and/or the pack. Literally, it's not possible if you install correctly: delete everything in Config folder, delete everything from Mods folder except Core, extract the archive in the Mods folder, copy ModsConfig.xml from the pack to the Config folder, enter Rimworld, open Mods menu, close Mods menu, close Rimworld, enter it again and play :) It's like the third time I'm writing this.
Title: Re: [A13] Mod MEGA PACK
Post by: masterzed on June 02, 2016, 11:29:33 AM

Hey dude thanks for the work.

Have you try to incorpore this?

(http://i.imgur.com/1331lxl.png)

http://lttlword.ru/rimworld-a11b-pawn-state-icons (http://lttlword.ru/rimworld-a11b-pawn-state-icons)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 11:37:21 AM
I think it's not compatible, but you are free to try it :)
Title: Re: [A13] Mod MEGA PACK
Post by: masterzed on June 02, 2016, 11:41:30 AM
Quote from: crusader2010 on June 02, 2016, 11:10:13 AM
That's not possible unless you did something wrong when you installed the game and/or the pack. Literally, it's not possible if you install correctly: delete everything in Config folder, delete everything from Mods folder except Core, extract the archive in the Mods folder, copy ModsConfig.xml from the pack to the Config folder, enter Rimworld, open Mods menu, close Mods menu, close Rimworld, enter it again and play :) It's like the third time I'm writing this.

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


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

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


Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 12:07:43 PM
Sorry, but have you bothered to read the first post? Just read it properly and you'll find your answer :)
Title: Re: [A13] Mod MEGA PACK
Post by: masterzed on June 02, 2016, 12:20:03 PM
Quote from: crusader2010 on June 02, 2016, 12:07:43 PM
Sorry, but have you bothered to read the first post? Just read it properly and you'll find your answer :)

its very difficult to me understand the english but if you said its ok, well, it ok then... thank you. I ll bother you no more xD.  ::) ::) ::) ::)
Title: Re: [A13] Mod MEGA PACK
Post by: magik20 on June 02, 2016, 02:25:57 PM
is there a heavy industry mod for A13 that could be added to the mod pack?  I remember in A12 there was a mod that allowed for deep mining etc, basically a way to get steel, silver etc without having to strip mine the entire freaking map.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 02:40:56 PM
Quote from: magik20 on June 02, 2016, 02:25:57 PM
is there a heavy industry mod for A13 that could be added to the mod pack?  I remember in A12 there was a mod that allowed for deep mining etc, basically a way to get steel, silver etc without having to strip mine the entire freaking map.

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

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

No worries :) I just don't like answering questions that I specifically wrote about in the first post (it's a reason I did that! ;D ). And yes, it's ok; don't worry and enjoy playing!
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on June 02, 2016, 03:14:34 PM
Quote from: crusader2010 link=topic=19800.msg226085#msg226085
Do you mean Industrialization? Haven't tested if it's fully compatible. If it introduces new items (like weapons and apparel) then it most likely won't be compatible with CR. Add it if you want and see what happens; I won't add it to the pack because it makes getting ores too easy after a while (at least in my opinion), and we have omnigel for that, which is quite balanced.

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

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

This is as opposed to omnigel which, as a plant, can work on a fully closed-loop cycle where you require no outside resources to produce more. And omnigel can even produce advanced things like medicine or cannon shells. So unlike deep mines, omnigel production makes you totally independent from the outside world.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 04:00:33 PM
Quote from: Undecided on June 02, 2016, 03:14:34 PM
Quote from: crusader2010 link=topic=19800.msg226085#msg226085
Do you mean Industrialization? Haven't tested if it's fully compatible. If it introduces new items (like weapons and apparel) then it most likely won't be compatible with CR. Add it if you want and see what happens; I won't add it to the pack because it makes getting ores too easy after a while (at least in my opinion), and we have omnigel for that, which is quite balanced.

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

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

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

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

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

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

PS: Not sure if what we need are more power sources, but at least they provide a good option for those that don't want to play with CompletTechSolution (as it is a bit overpowered, provided you are lucky enough to not have any issues until they start producing).
Title: Re: [A13] Mod MEGA PACK
Post by: masterzed on June 02, 2016, 05:16:03 PM
crusader,  sorry but did you said Auto Equip doesn't work with your mod pack?
I put away Better coolers and Better Vents and works.

(http://i.imgur.com/Yui5fto.jpg)

(http://i.imgur.com/FIvZlbR.png)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 05:23:04 PM
Well, that's a strange one. Never thought those 2 mods actually affect AutoEquip :o :o
If I remember correctly since I played, the mod can be put in the list without any issues, but colonists don't really care about what you set up regarding the apparel... basically it was completely ignored. It might have been that you cannot actually access the AutoEquip menu at all too!. The only incompatibility that I know of was with CR. How the hell do coolers affect apparel?! :o

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

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

PS: I see you changed some of the mods' order too and removed some of them maybe? Probably this is the real reason it's working, but you might have something else that is not. Thanks for letting me know though :)
Title: Re: [A13] Mod MEGA PACK
Post by: masterzed on June 02, 2016, 05:42:08 PM
i use this
<li>ED-PoweredVent</li>
    <li>ED-PoweredVents-BetterVents</li>

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

This is my ModConfig

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

(http://i.imgur.com/hXvnQWp.png)
(http://i.imgur.com/pGfYgyg.png)
(http://imgur.com/HsXDr4D.png)
(http://imgur.com/HWzBnSQ.png)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 06:21:17 PM
Like I said before, AutoEquip is NOT working. There should've been a new tab (near Social, Gear, Character, Needs, Health). I think you should use the ModsConfig.xml as it comes with this pack, since that is how you will get the most benefits. In your pictures you have the LOADOUTS screen which is from CombatRealism. And we know it works. Autoequip does not.
Title: Re: [A13] Mod MEGA PACK
Post by: slider602 on June 02, 2016, 06:41:35 PM
hi Crusader2010 i love your modpack . i got one question though could you add stargate mod?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 02, 2016, 07:26:39 PM
Quote from: slider602 on June 02, 2016, 06:41:35 PM
hi Crusader2010 i love your modpack . i got one question though could you add stargate mod?

add it if you want :) i personally don't like it that much :P
Title: Re: [A13] Mod MEGA PACK
Post by: masterzed on June 02, 2016, 08:05:51 PM
Quote from: crusader2010 on June 02, 2016, 06:21:17 PM
Like I said before, AutoEquip is NOT working. There should've been a new tab (near Social, Gear, Character, Needs, Health). I think you should use the ModsConfig.xml as it comes with this pack, since that is how you will get the most benefits. In your pictures you have the LOADOUTS screen which is from CombatRealism. And we know it works. Autoequip does not.
;) ;)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on June 02, 2016, 08:56:08 PM
Quote from: crusader2010 on June 02, 2016, 04:00:33 PM

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

The materials are just for "stuff"-ing constructions with different stats.
Copper worse than steel in most stats, but has higher beauty, so is good for crafting decorative stuff. Think of it as a cheaper knock-off of gold that you can actually find enough of to make constructions out of. Aluminium is similar, but less beauty bonus and instead a slight speed bonus (but weaker damage) for melee weapons. High-grade steel is... well, should be pretty obvious. Steel but better, though is inferior to Reinforced Steel. Concrete is just an artificial stone material that's stronger than basic stone (though again, inferior to the Reinforced Stone Blocks currently in the modpack).

All furniture that can be made out of metal can be made out of the aforementioned metals. Likewise for melee weapons. But none of it is really overpowered enough to warrant concerns about balance, particularly compared to Vandinium(sp?), Reinforced Plasteel, or other stuff already in the mod.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 03, 2016, 01:42:17 AM
Vancidium is not overpowered since it is extremely expensive to make, while the reinforced stuff gets almost nullified by any raider with grenades(they do area damage). If there are no actual items added, then it should be compatible :) will definitely try it when I get the time! Thanks
Title: Re: [A13] Mod MEGA PACK
Post by: xRg on June 03, 2016, 04:37:19 AM
Good day! Found a new bug. Lost guests.
All the time wasted guests (and caravans) who stayed at the settlement. Go fine, but then (2-3 dаys) system say they're gone.
Last version of modpack.





[attachment deleted by admin - too old]
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 03, 2016, 07:58:08 AM
I believe that's a known bug with Hospitality I think...or some other mods that relate to factions. Their chief gets angered if the pawns don't exit the map in time (which can happen for 1000 reasons, especially on large maps). I don't think it's something fixable, but check the threads of those mods.
Title: Re: [A13] Mod MEGA PACK
Post by: xRg on June 03, 2016, 08:18:08 AM
Quote from: crusader2010 on June 03, 2016, 07:58:08 AM
I believe that's a known bug with Hospitality I think...or some other mods that relate to factions. Their chief gets angered if the pawns don't exit the map in time (which can happen for 1000 reasons, especially on large maps). I don't think it's something fixable, but check the threads of those mods.

I already found. It's Hospitality bug. The author seems to be fixed, probably not all.
Title: Re: [A13] Mod MEGA PACK
Post by: Fridolin on June 03, 2016, 10:08:06 AM
reupdate to version 1.11c https://www.dropbox.com/sh/jmpa0g3vc9avvff/AADFqdX8_lz6CJY3U1LasbKTa/Old%20Versions?dl=0 (https://www.dropbox.com/sh/jmpa0g3vc9avvff/AADFqdX8_lz6CJY3U1LasbKTa/Old%20Versions?dl=0)
Title: Re: [A13] Mod MEGA PACK
Post by: Undecided on June 03, 2016, 01:55:23 PM
Quote from: crusader2010 on June 03, 2016, 07:58:08 AM
I believe that's a known bug with Hospitality I think...or some other mods that relate to factions. Their chief gets angered if the pawns don't exit the map in time (which can happen for 1000 reasons, especially on large maps). I don't think it's something fixable, but check the threads of those mods.

Oh, you meant actual equipment. Nah. There are a few unique items (skydrill, drill head, coolant), but those are all related to operating the deep mine. There's no weapons, turrets, or other unique items. Only unique buildings are the Nuclear Power Plant, Deep Mine, and an improved smelter (four times the energy consumption, two times the slag processing speed). So I don't really see any necessity for any sort of compatibility patches or tweaks, unless maybe you want to make the new materials compatible with whatever the Reinforced Materials mod is.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 03, 2016, 02:24:25 PM
Quote from: Undecided on June 03, 2016, 01:55:23 PM
Quote from: crusader2010 on June 03, 2016, 07:58:08 AM
I believe that's a known bug with Hospitality I think...or some other mods that relate to factions. Their chief gets angered if the pawns don't exit the map in time (which can happen for 1000 reasons, especially on large maps). I don't think it's something fixable, but check the threads of those mods.

Oh, you meant actual equipment. Nah. There are a few unique items (skydrill, drill head, coolant), but those are all related to operating the deep mine. There's no weapons, turrets, or other unique items. Only unique buildings are the Nuclear Power Plant, Deep Mine, and an improved smelter (four times the energy consumption, two times the slag processing speed). So I don't really see any necessity for any sort of compatibility patches or tweaks, unless maybe you want to make the new materials compatible with whatever the Reinforced Materials mod is.


I was writing about the faction relation decrease strangeness :)
If that's all industrialization adds, then it'd be a great addition :)
Title: Re: [A13] Mod MEGA PACK
Post by: SmartererThanYou on June 03, 2016, 08:23:30 PM
Uh (http://i.imgur.com/la1jLvL.png)  ;D
Title: Re: [A13] Mod MEGA PACK
Post by: kaizokoo on June 04, 2016, 12:22:56 AM
I dont know if this "Bug" has been posted yet so ..
All of my colonists decided to drop their weapons and ammo and pick up 1 single .303 ammo.
When I tried to get any of them to pick up a new weapon they would immediately put it back down, everytime.
Thought it was pretty funny.
A reload of the latest autosave fixed this.
Is there anyway to avoid it in the future if possible?
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 04, 2016, 03:03:13 AM
@kaizokoo: interesting bug lol. If the reload fixed it from happening again then it's ok. This is probably one of those bugs that appear once every 3years or so. Must be something with the loadouts. An idea would be to delete and redo the loadout at fault.

@smartererthanyou: nice picture ;D probably it's related to the ocean biome mod, so I suggest asking there for help.
Title: Re: [A13] Mod MEGA PACK
Post by: cakeonslaught on June 04, 2016, 01:00:44 PM
People are saying to switch Hospitality to 1.11c, but doesn't that version conflict with CombatRealism? The patch notes for Hospitality say it added compatibility in 1.13.
Title: Re: [A13] Mod MEGA PACK
Post by: kaizokoo on June 05, 2016, 10:16:29 AM
Quote from: crusader2010 on June 04, 2016, 03:03:13 AM
@kaizokoo: interesting bug lol. If the reload fixed it from happening again then it's ok. This is probably one of those bugs that appear once every 3years or so. Must be something with the loadouts. An idea would be to delete and redo the loadout at fault.
As in the colonists loadouts ? i havent changed anything there. They automatically go n get clothes and i just tell them the weapons n ammo to use.
I've ran across another more serious problem.
Colonists with certain guns wont reload properly.
They stand there and ReloadReloadReloadReloadReloadReload infinitely. Happened with Hechler Koch G36, AK-47 and M78 Verteli Rifle.
Also with the M78 Verteli Rifle I watched a Colonist continually reload 8 bullets at a time and use 8 bullets by reloading again completely depleting the 300 or so bullets he had without firing a shot.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 05, 2016, 10:27:15 AM
Quote from: kaizokoo on June 05, 2016, 10:16:29 AM
Quote from: crusader2010 on June 04, 2016, 03:03:13 AM
@kaizokoo: interesting bug lol. If the reload fixed it from happening again then it's ok. This is probably one of those bugs that appear once every 3years or so. Must be something with the loadouts. An idea would be to delete and redo the loadout at fault.
As in the colonists loadouts ? i havent changed anything there. They automatically go n get clothes and i just tell them the weapons n ammo to use.
I've ran across another more serious problem.
Colonists with certain guns wont reload properly.
They stand there and ReloadReloadReloadReloadReloadReload infinitely. Happened with Hechler Koch G36, AK-47 and M78 Verteli Rifle.
Also with the M78 Verteli Rifle I watched a Colonist continually reload 8 bullets at a time and use 8 bullets by reloading again completely depleting the 300 or so bullets he had without firing a shot.

Those weapons seem to be from the Westernization mod. I suggest asking there (it's an incompatibility with CR). Some of them work, some don't, it seems. I suggest also providing the saved game/mods list/Modsconfig.xml so that the author can investigate better. Also look in the debug console if there are any errors related to it.
Title: Re: [A13] Mod MEGA PACK
Post by: Tuco on June 05, 2016, 10:45:36 AM
I ran into the same thing last week with the Vertelli weapon.

Crusader-Not sure if you remember my post but that was the weapon I was having a problem with and just decided to drop it and make something different so you could be onto something with the Western Mod etc....
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 05, 2016, 10:55:23 AM
Quote from: Tuco on June 05, 2016, 10:45:36 AM
I ran into the same thing last week with the Vertelli weapon.

Crusader-Not sure if you remember my post but that was the weapon I was having a problem with and just decided to drop it and make something different so you could be onto something with the Western Mod etc....

Yep, please let the author know about which weapons are not working! They need compatibility patches with CR :)
Title: Re: [A13] Mod MEGA PACK
Post by: Ventrue on June 06, 2016, 12:00:34 AM
Thank you for creating this pack.

I'm using version 9.1 and I seem to have ran into an issue. Vulcan Cannon doesn't fire when hostiles are in range. On the other hand turrets are working fine.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 06, 2016, 01:41:54 AM
Quote from: Ventrue on June 06, 2016, 12:00:34 AM
Thank you for creating this pack.

I'm using version 9.1 and I seem to have ran into an issue. Vulcan Cannon doesn't fire when hostiles are in range. On the other hand turrets are working fine.

Hmm strange. Do any of the automatic turrets work? If not, look on the last pages of CombatRealism thread for a link to a modified DLL I made. I remember putting it in this pack though...i'll need to check again later today. If the rest of the automatic turrets do work, then let me know if you have any errors in the debug console of the game when using the Vulcan.
Title: Re: [A13] Mod MEGA PACK
Post by: Ventrue on June 06, 2016, 03:54:39 AM
I just built 1 precision turret, 1 military grade turret and 1 shredder turret and they all fire when a hostile is within range. I don't see any errors related to turrets. I always get 1 as soon as I load the game concerning embrasures (Could not load UnityEngine.Texture2D at Things/Building/Embrasure/Embrasure in any active mod or in base resources.)  and when I use VeinMiner according to the output log (http://pastebin.com/dzMTWSHB) .
I do use other mods with your pack and I get no additional errors (misc robots, mending, tilled soil, industrialization). If you think the issue is on my side I can remove everything and just install your pack to test it out.

edit: Forgot to add that I also tried the modified dll just in case I get different results and it has the same issue.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 06, 2016, 04:13:36 AM
Quote from: Ventrue on June 06, 2016, 03:54:39 AM
I just built 1 precision turret, 1 military grade turret and 1 shredder turret and they all fire when a hostile is within range. I don't see any errors related to turrets. I always get 1 as soon as I load the game concerning embrasures (Could not load UnityEngine.Texture2D at Things/Building/Embrasure/Embrasure in any active mod or in base resources.)  and when I use VeinMiner according to the output log (http://pastebin.com/dzMTWSHB) .
I do use other mods with your pack and I get no additional errors (misc robots, mending, tilled soil, industrialization). If you think the issue is on my side I can remove everything and just install your pack to test it out.

edit: Forgot to add that I also tried the modified dll just in case I get different results and it has the same issue.

Then it's something related to the vulcan cannon specifically. I'll take a look when I can and see if anything can be fixed.
Title: Re: [A13] Mod MEGA PACK
Post by: Ventrue on June 06, 2016, 05:06:51 AM
Thank you, I appreciate it.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 06, 2016, 05:48:43 AM
Quote from: Ventrue on June 06, 2016, 05:06:51 AM
Thank you, I appreciate it.

You should also write in VeinMiner's thread about those errors you get in the output log.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 06, 2016, 12:10:36 PM
Quote from: Ventrue on June 06, 2016, 12:00:34 AM
Thank you for creating this pack.

I'm using version 9.1 and I seem to have ran into an issue. Vulcan Cannon doesn't fire when hostiles are in range. On the other hand turrets are working fine.

I found the issue. For a quick fix, go into "\Mods\ED-MoreVanillaTurrets\Defs\ThingDefs\MVT_Buildings_Security.xml" and search for the Vulcan Cannon definition. Inside it, search for "Impassable" and change it to "PassThroughOnly". That tag needs to look like this:

<passability>PassThroughOnly</passability>


Now the Vulcan cannons should be able to fire without issues. I'll let the author know about this :)
Title: Re: [A13] Mod MEGA PACK
Post by: Ventrue on June 06, 2016, 04:32:32 PM
that did the trick! Thank you :)
Title: Re: [A13] Mod MEGA PACK
Post by: Lucifer on June 06, 2016, 08:23:01 PM
Hey, Sorry if i sound stupid but i think i installed the modpack wrong, it say's every mod is incompatible.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 07, 2016, 01:41:01 AM
Quote from: Cyborg-Sctyher on June 06, 2016, 08:23:01 PM
Hey, Sorry if i sound stupid but i think i installed the modpack wrong, it say's every mod is incompatible.

It's ok. Simply do it again cleanly :) delete config folder, mods folder except Core, and extract again. Don't forget to put modsconfig.xml before starting the game.
Title: Re: [A13] Mod MEGA PACK
Post by: stargate24k on June 07, 2016, 09:08:21 AM
hi guys st off  thx for the mod pack St ever time playing with mods and loving it.

but i have a small problem my plants randomly die room temp is 21 like every other game i play befor this mod pack but heal-root strawberry i can grow small amounts of them if i make a large growing area before they all die but things like devil strand is so slow growing it all dies.



anyone got any ideas how to fix or what mod changes plant stuff

i think i found out why. it was the poison ship that was over half map away >.>
Title: Re: [A13] Mod MEGA PACK
Post by: Oga88 on June 07, 2016, 10:59:15 AM
Nice mod pack... Thank you!!!

But there is somethings that I would love for you to add to it, Rimsenal with all the factions and weapons, also a good addition would be Mechanical defense.

also i found that the light bells that grow in caves don't grow in pots but you can plant them and sometimes weapons from westernization just waste all ammo and don't shoot at all.
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 07, 2016, 01:30:24 PM
Quote from: Oga88 on June 07, 2016, 10:59:15 AM
Nice mod pack... Thank you!!!

But there is somethings that I would love for you to add to it, Rimsenal with all the factions and weapons, also a good addition would be Mechanical defense.

also i found that the light bells that grow in caves don't grow in pots but you can plant them and sometimes weapons from westernization just waste all ammo and don't shoot at all.

Thanks :)

1. Rimsenal-Security is not at all compatible with CombatRealism regarding the weapons. It is present in the pack, but not enabled ;) I've added the storytellers though.
2. I haven't tested mechanical defense but it's something I don't plan on adding due to balancing issues. Basically I believe that everything except the mechanical walls are overpowered (especially the droids). But, like I said many times, you are free to add this mod and play however you wish :) basic recommendation is to add it either at the end of the list, or before CombatRealism. If this doesn't work, then it's very likely you won't be able to play it with this pack.
3. You should update the Caveworld Flora mod to the latest version. I think it was a bug with it. I'll try to put out another version of the pack today, with several updates. Will probably remake the thread too, to make more room :)
Title: Re: [A13] Mod MEGA PACK
Post by: crusader2010 on June 07, 2016, 02:30:47 PM
Reposted this pack in order to make room for more information. LINK: https://ludeon.com/forums/index.php?topic=20669.0 (https://ludeon.com/forums/index.php?topic=20669.0). I will be locking this now.