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RimWorld => Releases => Mods => Outdated => Topic started by: Fafn1r on January 11, 2017, 07:17:54 PM

Title: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17) SUSPENDED
Post by: Fafn1r on January 11, 2017, 07:17:54 PM
SUSPENDED

FAFNIR MOD PACK

Here's a collection of mods I use, around 90 mods packed into a mod pack, with permissions, compatibility patches and stuff. My aim is to add more stuff, more choices and more features that make the game harder, but without adding too much complexity or redundant things. Be warned - it leans heavily on Combat Realism.

I'd like to thank all mod authors whose mods made it to FMP. Without you it wouldn't be complete. :D

Feel free to report add suggestions and report bugs. Better if you use github for that: Fafnir-Mod-Pack/issues (https://github.com/Fafn1r/Fafnir-Mod-Pack/issues)

I'm especially interested in your feedback if you are playing on biomes other than desert, because that's where I exclusively play - I don't know what's the balance on tundra or ice sheet.

I recommend starting with amazing Crash Landing scenario. With no seeds to plant. :3

Download:

Big update! Fafnir Mod Pack v0.9.5 (https://github.com/Fafn1r/Fafnir-Mod-Pack/releases/download/v.0.9.5/Fafnir-Mod-Pack-v0.9.5.zip)

Github (https://github.com/Fafn1r/Fafnir-Mod-Pack)

Installation:

FAQ:

Q: Can you add a version without Combat Realism/ammo system?
A: NO

Q: Can you add mod X?
A: If I'd like to used it, yes. If I don't, but many people would like to use it and it can be disabled/skipped (like Prepare Carefully), yes. Otherwise no.

Q: X mod just got updated, can you add new version?
A: Unless it's a gamebreaking bug hotfix, it has to wait until next FMP release. I won't be adding significiant changes mid-playthrough.

Q: Can I add more mods to FMP?
A: Do it at your own risk. Some mods may be incompatibile with others and I only make compatibility patches for mods in FMP.

Q: Can I safely disable some mods from FMP?
A: Some, yes. Some, no. I added more dependencies - for example you won't be able to make MoreFloors wool carpets, if you disable Vegetable Garden, because it uses Tailor's Loom.

Q: There's something weird happening with pawns picking up and dropping stuff. What's going on?
A: Learn to use loadout system in the Assign tab. Create new loadouts and assign them to pawns. Make sure to add ammo, if you are adding a gun/bow and always add one meal, the one you are regularly cooking.

Q: Why cantipedes can't be killed? I'm not even scratching them!
A: Use explosives, EMP and AP ammo. Mostly explosives.

Current issues:

License:

Mods contained in FMP are under their own licenses - you can't reupload or publicly modify them, unless you have author's permission or the license says so.
My changes and additions can be used as you like, although it would be nice to mention who made them and contact me first.
Don't reupload the mod pack anywhere.

Mod authors are welcome to take my bugfixes and compatibility patches for their mods as they like.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Fafn1r on January 11, 2017, 07:18:24 PM
Mod list and credits:

[T]More Beds (https://ludeon.com/forums/index.php?topic=4373.0) - by Telkir
[T]More Floors (https://ludeon.com/forums/index.php?topic=4373.0) - by Telkir

Additional Lighting (https://ludeon.com/forums/index.php?topic=14177.0) - by skullywag
Dermal Regenerator (https://ludeon.com/forums/index.php?topic=14177.0) - by skullywag
Extended Storage (https://ludeon.com/forums/index.php?topic=14177.0) - by skullywag

A Dog Said (https://ludeon.com/forums/index.php?topic=24578.0) - by kaptain_kavern, spoonshortage

A World Without Hat (https://ludeon.com/forums/index.php?topic=26623.0) - by ZorbaTheHut
I Can Fix It! (https://ludeon.com/forums/index.php?topic=26623.0) - by ZorbaTheHut
OSHA Compliance (https://ludeon.com/forums/index.php?topic=26623.0) - by ZorbaTheHut
Step Away From Medicine (https://ludeon.com/forums/index.php?topic=26623.0) - by ZorbaTheHut
The Mad Rabbits of Caerbannog (https://ludeon.com/forums/index.php?topic=26623.0) - by ZorbaTheHut

advanced powergeneration (https://ludeon.com/forums/index.php?topic=26276.0) - by sulusdacor
medical addons (https://ludeon.com/forums/index.php?topic=26276.0) - by sulusdacor
spaceship addons (https://ludeon.com/forums/index.php?topic=26276.0) - by sulusdacor

AllowTool (https://ludeon.com/forums/index.php?topic=17218.0) - by UnlimitedHugs (I love your name, by the way)
HugsLib (https://ludeon.com/forums/index.php?topic=24648.0) - by UnlimitedHugs

Animal Tab (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Area Unlocker (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Blueprints (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Colony Manager (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Fluffy Breakdowns (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Follow Me (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Medical Tab (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Relations Tab (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
The Birds and the Bees (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy
Work Tab (https://ludeon.com/forums/index.php?topic=16120.0) - by Fluffy

Autoclose Event Notifications (https://ludeon.com/forums/index.php?topic=26077.0) - by Dingo
Cooks Can Refuel (https://ludeon.com/forums/index.php?topic=26077.0) - by Dingo
Grenade Fix: Rearmed (https://ludeon.com/forums/index.php?topic=26077.0) - by Dingo
Hand Me That Brick (https://ludeon.com/forums/index.php?topic=26077.0) - by Dingo
Refactored Work Priorities (https://ludeon.com/forums/index.php?topic=26077.0) - by Dingo

Apparello 2 (https://ludeon.com/forums/index.php?topic=5085.0) - by Shinzy, updated to A16 by Umbrador

Better Pathfinding (https://ludeon.com/forums/index.php?topic=26563.0) - by Zhentar
Zhentar's Vanilla Fixes (https://ludeon.com/forums/index.php?topic=27267.0) - by Zhentar
Zhentar's Vanilla Tweaks (https://ludeon.com/forums/index.php?topic=27267.0) - by Zhentar

Camping Stuff (https://ludeon.com/forums/index.php?topic=29145.0) - by Nandonalt
Set-Up Camp (https://ludeon.com/forums/index.php?topic=29054.0) - by Nandonalt

Caravan Spot (https://ludeon.com/forums/index.php?topic=28678.0) - by Hatti
Quality Builder (https://ludeon.com/forums/index.php?topic=28678.0) - by Hatti

Caveworld Flora (https://ludeon.com/forums/index.php?topic=13172.0) - by Rikiki
Fish Industry (https://ludeon.com/forums/index.php?topic=13172.0) - by Rikiki
Mining Co. Mining Helmet (https://ludeon.com/forums/index.php?topic=13172.0) - by Rikiki

Combat Realism (https://ludeon.com/forums/index.php?topic=27374.0) - by NoImageAvailable, skyarkhangel
Combar Realism EPOE patch (https://ludeon.com/forums/index.php?topic=29609.0) - by NoImageAvailable, updated by merix1110

Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0) - by Katavrik

Dubs Rimkit (https://ludeon.com/forums/index.php?topic=29043.0) - by dubwise56

ED-LaserDrill (https://ludeon.com/forums/index.php?topic=18995.0) - by Jaxxa

EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) - by EdB

Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27551.0) - by AlcoholV
Smart Speed (https://ludeon.com/forums/index.php?topic=27551.0) - by AlcoholV

Enlighted (https://ludeon.com/forums/index.php?topic=24427.0) - by notfood
Infused (https://ludeon.com/forums/index.php?topic=21884.0) - by notfood
Miniaturisation Overloaded (https://ludeon.com/forums/index.php?topic=22763.0) - by notfood
SeedsPlease (https://ludeon.com/forums/index.php?topic=24443.0) - by notfood

EPOE Hardcore Version (https://ludeon.com/forums/index.php?topic=28731.0) - by Ykara, Rah

Faction Discovery (https://ludeon.com/forums/index.php?topic=25159.0) - by Orion
Hospitality (https://ludeon.com/forums/index.php?topic=11444.0) - by Orion

FireDepartment  (https://ludeon.com/forums/index.php?topic=21938.msg237683) - by lost_RD

Hauling Hysteresis (https://ludeon.com/forums/index.php?topic=26958.0) - by Vendan
RimFridge (https://ludeon.com/forums/index.php?topic=26893.0) - by Vendan

Improved Infestation (https://ludeon.com/forums/index.php?topic=25549.0) - by twoski

Less Arbitrary Surgery (https://ludeon.com/forums/index.php?topic=29098.0) - by Psychology
Psychology (https://ludeon.com/forums/index.php?topic=24648.0) - by Psychology

Increased Forest Density (http://steamcommunity.com/sharedfiles/filedetails/?id=751871219) - Deadly - by Helpful Bot
Realistic Darkness (http://steamcommunity.com/sharedfiles/filedetails/?id=740930354) - by Helpful Bot

JTReplaceWalls (https://ludeon.com/forums/index.php?topic=26210.0) - by Jamestec

More Furniture (http://steamcommunity.com/sharedfiles/filedetails/?id=739089840) - by Anonemous2

Nackblad Inc Rimhair (http://steamcommunity.com/sharedfiles/filedetails/?id=727687246) - by Nackblad

Numbers (https://ludeon.com/forums/index.php?topic=28679.0) - by koisama

Outfitter (http://steamcommunity.com/sharedfiles/filedetails/?id=738206572) - by Killface
Outfitter (http://steamcommunity.com/sharedfiles/filedetails/?id=738208470) - Infused - by Killface

PermaDeathNameFixer (http://steamcommunity.com/sharedfiles/filedetails/?id=763575600) - by erdelf

PowerSwitch (https://ludeon.com/forums/index.php?topic=2890.0) - by Haplo

Recolor Stockpile (https://ludeon.com/forums/index.php?topic=25579.0) - by the ubie
ShutdownAll (https://ludeon.com/forums/index.php?topic=25579.0) - by the ubie
Trading Spot (https://ludeon.com/forums/index.php?topic=25579.0) - by the ubie

RedistHeat (https://ludeon.com/forums/index.php?topic=21770.0) - by Latta, Morgloz

Repair Workbench (http://steamcommunity.com/sharedfiles/filedetails/?id=733997423) - by Acruid

Reuse Pods (https://ludeon.com/forums/index.php?topic=27315.0) - by Wishmaster

Rimarsenal (https://ludeon.com/forums/index.php?topic=11160.0) - Hair Pack - by rooki1

Rimfire v2.2 (https://ludeon.com/forums/index.php?topic=9536.0) - by Alistaire

Roof Support (http://steamcommunity.com/sharedfiles/filedetails/?id=823126273) - by Nommy, Match

RT Fuse (https://ludeon.com/forums/index.php?topic=11272.0) - by Ratys
RT Solar Flare Shield (https://ludeon.com/forums/index.php?topic=11272.0) - by Ratys

Silent Doors (http://steamcommunity.com/sharedfiles/filedetails/?id=726951285) - by neonod

Spoons Hair Mod (https://ludeon.com/forums/index.php?topic=24500.0) - by spoonshortage

Wildlife Tab (https://ludeon.com/forums/index.php?topic=25736.0) - by lincore

Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) - by desmar

Additional credits (for art and stuff used in mods) may be found on specific mod pages.

I made some minor additions taken from following mods:

Bulk Medicine Production (https://ludeon.com/forums/index.php?topic=28818.0) - by O Negative

Chemicals & Neutroamine (https://ludeon.com/forums/index.php?topic=26108.0) - by ShadowTani

Mods I'd like to include in the future:

Alpha Animals (https://ludeon.com/forums/index.php?topic=26549.0) - by A Friend, skullywag -
// I'm patiently waiting for 1.0 release, with Gallatross throwing rocks and stuff.

Cave Biome (https://ludeon.com/forums/index.php?topic=13172.0) - by Rikiki
// Waiting for mortar/solar panel fix.

DoorMat (https://ludeon.com/forums/index.php?topic=21718.0) - by Latta
// Waiting for permission.

FashionRIMsta (https://ludeon.com/forums/index.php?topic=24432.0) - by spoonshortag
// I love the quality of sprites, but if I add it, it will be integrated into Apparello research. More work.

Hygiene (https://ludeon.com/forums/index.php?topic=29319.0) - by Psychology
// Incompatibile with Combat Realism.

Look At Me, I'm The Worker Now (https://ludeon.com/forums/index.php?topic=26623.0) - by ZorbaTheHut
// It's incompatibile with Combat Realism.

MineItAll (https://ludeon.com/forums/index.php?topic=28330.0) - by rshingleton, Julia Ellie
Prison Extensions (https://ludeon.com/forums/index.php?topic=28329.0) - by rshingleton
// Waiting for permission.

Misc. CORE (https://ludeon.com/forums/index.php?topic=3612.0) - by Haplo
Misc. Robots (http://steamcommunity.com/sharedfiles/filedetails/?id=724602224) - by Haplo
Misc. Robots++ (http://steamcommunity.com/sharedfiles/filedetails/?id=747645520) - by alaestor
// Robots are currently incompatibile with Combat Realism.

Remote Explosives (https://ludeon.com/forums/index.php?topic=17285.0) - by UnlimitedHugs
// No compatibility patch for Combat Realism.

Rimarsenal (https://ludeon.com/forums/index.php?topic=11160.0) - Feral - by rooki1
// The Feral faction is just a work of art, I absolutely admire the effort put into it. Guess what, it's incompatibile with Combat Realism.

Storage Search (http://steamcommunity.com/sharedfiles/filedetails/?id=726479594) - by Killface
// Needs testing, because it was supposed to be incompatibile with one of the many mods I have. I forgot which one. Probably Combat Realism.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Fafn1r on January 11, 2017, 07:18:34 PM
Changelog (updated 18.01.17):

v0.9.8

* Mods added:
- Additional Lighting - by skullywag
- Dermal Regenerator - by skullywag
- Extended Storage - by skullywag
- Combat Realism EPOE patch - by NoImageAvailable, updated by merix1110
- Improved Infestation - by twoski
- Rimfire v2.2 (YES!) - by Alistaire
- RT Fuse - by Ratys

* Mods updated by authors:
- Combat Realism
- EPOE - Hardcore Version
- Hospitality
- Hugslib
- I Can Fix It!
- Psychology
- Zhentar's Vanilla Fixes

* Mods removed:
- Enhanced Hauling
- Glass & Lights

* Mod changes:

Additional Lights:
- Moved lights to their building category.

Camping Stuff
- Moved Butchering Spot to Food category.

Combat Realism:
- Fixed auto-turret building without research.
- Fixed double auto-turret research.

Increased Forest Density - Deadly:
  - Restored vanilla animal spawn rates.
  - Restored vanilla ground terrain generation.

More Furniture:
  - Bench has now art quality.

RedistHeat:
  - Fixed instant building.

Seeds Please and Seeds Please VG patch:
  - Increased base chance of getting seeds for all plants.

Vegetable Garden:
  - Fertilizer now yields 40 units per "plant". So does fertilizer recipe.
  - Removed non-modular hydroponics.
  - Planter boxes now have 1.0 fertility.
  - Advanced Hydroponics use less power.
  - Hydroponics  and advanced hydroponics can be built with steel or stone or wood with some steel.
  - Hydroponics  and advanced hydroponics cost less materials, but more components.
  - Planter boxes and hydroponics need fertilizer to build.

* Other changes:
- Reworked research tree. It looks good enough, but I'm waiting for improved research tree from modders or Tynan.


v0.9a

* Mods removed:
- Hygiene by Psychology (conflict with CR, hopefully temporary)


v0.9:

* Mod changes:

Fish Industry:
- Butchering seafood other than tailteeth no longer gives leather.

Increased Forest Density - Deadly:
- Fixed MegaslothWool def name.

More Furniture:
- Added back 2 seater bench.

sd_advanced_powergeneration
- Nuclear power plant needs uranium to run, 300 per year.

sd_medicaddons:
- Facilities need to be adjecent to beds, as description says.

T-MoreBeds:
- New beds get bonuses from medicaddons facilities.

T-MoreFloors:
- Removed Wool Loom. Added weave wool recipe to Vegetable Garden Tailor's Loom.

Vegetable Garden:
- Removed outdoor light.

* Other changes:
- Added bulk medicine recipe.
- Added neutroamine recipe from Chemicals & Neutroamine mod. Uses neutroglycerin (renamed Combat Realism FSX).
- Fixed instant building some structures.
- Reworked building categories.
- Reworked research tree (still needs more work).
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Fafn1r on January 11, 2017, 07:18:47 PM
reserved
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: skullywag on January 11, 2017, 07:24:36 PM
Did you get permission from all mod authors to redistribute their mods? i.e did you check the licences and threads of all the mods to ensure you have followed what the mod authors have set out?
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Fafn1r on January 11, 2017, 07:30:36 PM
Quote from: skullywag on January 11, 2017, 07:24:36 PM
Did you get permission from all mod authors to redistribute their mods? i.e did you check the licences and threads of all the mods to ensure you have followed what the mod authors have set out?

Quote from: Fafn1r on January 11, 2017, 07:17:54 PMHere's a collection of mods I use, around 90 mods packed into a mod pack, with permissions and stuff.

I admit it was easy to miss. ;)
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: skullywag on January 11, 2017, 07:35:28 PM
and now everyone knows ;) it was easily missable.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: System.Linq on January 11, 2017, 08:10:51 PM
It has every mod I've released in it so it gets an A+ from me.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: x3nit on January 11, 2017, 09:39:36 PM
Sound promising, i'm gonna try it.
I have a suggestion, do you think you can put the Orassans mod in it ?
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Thirite on January 11, 2017, 09:50:58 PM
You should add Luka Kama's Real Fog of War (https://ludeon.com/forums/index.php?topic=28938.msg296327#msg296327) if you're going for hardcore.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Gajdee on January 12, 2017, 01:56:14 AM
Sounds very good, I will try it soon :)
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: legendary on January 12, 2017, 02:39:16 AM
Please don't go "Hardcore". This mod is perfect for those who seek only to add more stuff into the game without adding more complexity to already not so easy gameplay.

One of the biggest issues currently with this mod - it is not on steam for easy and automatic updates ;)

P.S. Bloody hell, I missed part "Be warned - it leans heavily on Combat Realism.". This "Combat Realism" mod makes me sick and want to vomit...
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Fafn1r on January 12, 2017, 06:56:12 AM
Quote from: x3nit on January 11, 2017, 09:39:36 PM
I have a suggestion, do you think you can put the Orassans mod in it ?

No, I don't like the mod. :P

I you want to use Orassans with FMP, just install it with it's EPOE and Combat Realism patches and put them below in your load order. If you have any issues with it after that, just ask, I'll help however I can.

Quote from: Thirite on January 11, 2017, 09:50:58 PM
You should add Luka Kama's Real Fog of War (https://ludeon.com/forums/index.php?topic=28938.msg296327#msg296327) if you're going for hardcore.

I wouldn't call it hardcore. I want more stuff, more options and more progression, but with preserving the spirit of vanilla Rimworld - with compacted steel and similar simplified stuff. Combat Realism is an exception, because I don't like spongy vanilla combat that encourages killboxes.

Real Fog of War could be an exception too, but there's one thing - it uses a lot of processing power. Too much to be included.

Edit:

Temporarily removed Hygiene from the mod pack, because pawns weren't taking care of their need due to a mod conflict.

If you are using v0.9, disable/remove Hygiene and start a new save.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: System.Linq on January 12, 2017, 08:09:02 AM
What mod conflict is this?
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Cirk on January 12, 2017, 08:17:35 AM
Quote from: Fafn1r on January 12, 2017, 06:56:12 AM
Temporarily removed Hygiene from the mod pack, because pawns weren't taking care of their need due to a mod conflict.

If you are using v0.9, disable/remove Hygiene and start a new save.


Lol, did this just minutes before you editing.

Have you had a look at the tribal start? Feels weird starting with fueled cook stoves and stuff (and turrets lol, but no electricity). Any recommendations for mods to make it more tribaly? Love the mod pack so far.

Also, any recommended mods for expanded research tree? :) Cheers.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Fafn1r on January 12, 2017, 08:42:18 AM
Quote from: Psychology on January 12, 2017, 08:09:02 AM
What mod conflict is this?

My guess is Combat Realism, but it's just a guess. It's the only other mod that affects pawn behavior in a more complex way that just workgivers.

Quote from: Cirk on January 12, 2017, 08:17:35 AM
Have you had a look at the tribal start? Feels weird starting with fueled cook stoves and stuff (and turrets lol, but no electricity). Any recommendations for mods to make it more tribaly? Love the mod pack so far.

Also, any recommended mods for expanded research tree? :) Cheers.

First off, I appreciate the feedback. :D

Turrets? There's something wrong here, I'll check it out. I can put stoves and more advanced stuff under research for 1.0 release. But that's it, you will be able to unlock it rather fast. Tribal start is tricky, because even though they are listed as tribals forever, they can build a spaceship at some point.

What do you mean by expanded research tree? It already has much more stuff in it. I'm going to work on it more for 1.0 release - to make it priettier and to rebalance some research
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: System.Linq on January 12, 2017, 09:12:55 AM
Quote from: Fafn1r on January 12, 2017, 08:42:18 AM
Quote from: Psychology on January 12, 2017, 08:09:02 AM
What mod conflict is this?

My guess is Combat Realism, but it's just a guess. It's the only other mod that affects pawn behavior in a more complex way that just workgivers.

Hygiene does not affect pawn behavior in any way more complex than just workgivers. It is specifically built to be 100% compatible with every other mod in existence. It is by far the least likely of all of my mods to trigger a mod conflict so I'm interested to know how you arrived at this conclusion.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: mickey on January 12, 2017, 09:27:58 AM
hi, thx for your mod pack...

But i have a problem... why my men Are inactive?

It's one hours of work... and the priority is high...

Thx :)
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Cirk on January 12, 2017, 09:32:37 AM
Quote from: Fafn1r on January 12, 2017, 08:42:18 AM

First off, I appreciate the feedback. :D

Turrets? There's something wrong here, I'll check it out. I can put stoves and more advanced stuff under research for 1.0 release. But that's it, you will be able to unlock it rather fast. Tribal start is tricky, because even though they are listed as tribals forever, they can build a spaceship at some point.

What do you mean by expanded research tree? It already has much more stuff in it. I'm going to work on it more for 1.0 release - to make it priettier and to rebalance some research

Oops, research tree depth was my bad. Didn't even scroll or look thoroughly enough! Looks great :)

And yeah, It's a minor thing with tribals. I like them building space ships eventually, just flavour-wise wanted the stove locked behind tech at the start :) Even if just a rapid research. They currently have sand bags, barbed wire and Auto-turrets under the security tab from the get go. Probably a bug as they can't even get electricity immediately. Keep it up brother man.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9 (12.01.17)
Post by: Fafn1r on January 12, 2017, 11:04:28 AM
Quote from: Psychology on January 12, 2017, 09:12:55 AM
Hygiene does not affect pawn behavior in any way more complex than just workgivers. It is specifically built to be 100% compatible with every other mod in existence. It is by far the least likely of all of my mods to trigger a mod conflict so I'm interested to know how you arrived at this conclusion.

I assumed that NeedDef isn't just workgivers.

In any case, the only way to know for sure if it's a conflict with CR is to test it with only two mods loaded. That's what I'm doing right now.

Quote from: mickey on January 12, 2017, 09:27:58 AM
But i have a problem... why my men Are inactive?

It's one hours of work... and the priority is high...

Did you follow installation instructions, including moving ModsConfig.xml file to your Config folder?
If you turn on dev mode, do you see any errors?
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: System.Linq on January 12, 2017, 12:19:24 PM
Exactly in what way do you think it's conflicting? As far as I'm aware the latest version works fine.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Fafn1r on January 12, 2017, 02:35:17 PM
If you are experiencing severe lag, it may be due to Caveworld Flora Devil's Tongue. Unpack attached file to your mods folder and delete all remaining Devil's Tongue with dev tool Destroy. This should fix the FPS drop.

[attachment deleted by admin due to age]
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: WoodyDaOcas on January 12, 2017, 03:25:15 PM
Good job on the modpack, helped me find useful mods I didn't find :)
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Calico on January 13, 2017, 09:45:48 AM
Great to see a Modpack that feels more Vanilla! Might be just the thing i've been looking for. As great as Hardcore is, by this point i'm just overhelmed by it.

One Feedback/Question: Can i safely disable Increased Forest Density? I only played for a few hours now but every Faction is already starting to really really hate me. The amount and strength of Predators is just to much for most visiting Groups. I've seen large heavily armed caravans losing 2-3 ppl before they manage to exit the map.  :o

Clearing a small place to build only to have it overgrown again in less then a season also kinda kills the fun for me.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Canute on January 13, 2017, 10:09:58 AM
With the current game, i don't think you can disable it, you need to start a new game.

Or you can use Wildlife tab and start hunting parties each morning/week to eliminate the predators on the map, but you shouldn't just mark them for hunt you need a few people to kill one.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Fafn1r on January 13, 2017, 11:28:11 AM
Thanks for the feedback on forests. As I said, I play exclusively on deserts, so it is you who will be pushing other biome changes for me to make.

My suggestion for Increased Forest Density for 1.0 release:
This way predators would be more dangerous, but they wouldn't dominate the map, because they'd have vanilla numbers and hunger rate.

I'd like to keep increased density, because that's what the mod is about and that's my favourite part of it. If you don't want plants regrowing - build wooden floor - you have plenty of wood anyway.
After I add Remote Explosives, clearing forests will get easier. I may also experiment with using toxic weapons to clear plants (IIRC there's a new mod that adds some).

Sounds good? I can make those changes into a hotfix file, just like Caveworld Flora. With this hotfix you won't have to start new colony, most likely.

EDIT:
Holy shit, skully updated his mods for A16. Expect more additions for 1.0, including EXTENDED STORAGE. ;D
But for now, enjoy 0.9a, with fixes. ;)
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Calico on January 13, 2017, 11:59:12 AM
thx for the replies.
@canute: Hunting them down didnt prove viable, at least not during the phase of establishing the colony. Just to many Predators and way to few bullets to go around.  ;D
I also play with slightly larger maps, so this adds to the problem. I've disabled the mod for now and started again on a temperate forest. Feels kinda barren after the thick jungle like forest.

@Fafn1r: Sounds really really good. While i wouldn't mind slightly less trees the main problem really are the predators killing off any visiting factions. Your solution should fix that or at the very least make it easier to keep them under control.

Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Fafn1r on January 14, 2017, 07:14:15 PM
Here's the fix with reduced predator spawn rate. They are still more deadly than vanilla.

Did you guys noticed any problems with raids? Sieges without steel, raiders taking apparel, ignoring being shoot at?

[attachment deleted by admin due to age]
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Draxis on January 15, 2017, 02:30:33 AM
Just as a heads up, the increased density mod also creates tons of random rivers and lakes - the end result is often getting completely useless maps. I ended up disabling the mod and would recommend you take a look at whether it should be in by default. Perhaps a version which doesn't tweak map spawns quite so much would be a better choice, but I couldn't even start a new game with it on due to the maps I was getting.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Calico on January 15, 2017, 02:51:47 PM
@Fafn1r: So far raids seem to quite functional, but i haven't even finished a full year yet, so i only had a few small ones. I'll give your fix for the predators a try tomorrow.

I've encountered some rather extreme FPS drops. Not sure what causes it, but from the start of the Night to roughly 3-4 hours into the night my FPS drops to 10-20FPS even on low speed. Once it's completly dark the FPS go back to 60. My potato might be getting a bit old, but i've been playing rimworld for a few years now and the only time i've seen such extreme drops was with a 4-5 years large old colony back on the TechTreeMiami Modpack back in Alpha 7. xD
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Fafn1r on January 15, 2017, 03:27:00 PM
Quote from: Calico on January 15, 2017, 02:51:47 PM
I've encountered same rather extreme FPS drops. Not sure what causes it, but from the start of the Night to roughly 3-4 hours into the night my FPS drops to 10-20FPS even on low speed. Once it's completly dark the FPS go back to 60. My potato might be getting a bit old, but i've been playing rimworld for a few years now and the only time i've seen such extreme drops was with a 4-5 years large old colony back on the TechTreeMiami Modpack back in Alpha 7. xD

Strange. Did you install the Caveworld Flora fix I posted several posts back? Do you get any errors when you turn on dev mode?

By the way - if you guys manage to build large colonies with lots of modded buildings, colonists wearing apparello armors, EPOE bionic supersoldiers - send me few screenshoots - I'll post them on the first page.

Turns out I missed some mods that are listed - like RT Fuse. I learned this the hard way, losing most of my tomato seeds after a Zzzzt!. :P

I'm also planning to completely remove embrasures for next release - what do you think?
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9a (12.01.17)
Post by: Fafn1r on January 18, 2017, 06:08:00 PM
New release! v0.9.5 (https://github.com/Fafn1r/Fafnir-Mod-Pack/releases/download/v.0.9.5/Fafnir-Mod-Pack-v0.9.5.zip)

It requires starting new colony!

Make sure you follow installation instructions!

Made lots of changes. The mod pack is fully playable now, hopefully without any gamebreaking bugs. I'm doing a playthrough with it right now - if anyone joins - enjoy! ;D
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Draxis on January 21, 2017, 09:34:53 AM
Hey, I've been playing and the mod pack is great, the seeds stuff really makes it difficult, but I'm glad I stuck with my current playthrough. Randy sent 72 manhunter rabbits in the beginning leading to the loss of all my three starting colonists, but others have helped us pull through. That said, I'm getting a weird error (log below) which pauses the game every few seconds. Not sure how to fix it and would appreciate some help since the game is unplayable right now.

Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Gunblast on January 21, 2017, 03:39:22 PM
Have you looked at Medieval Times w/its CR patch?

Is there any reason I shouldn't add it to my game?
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on January 21, 2017, 08:30:43 PM
Quote from: Draxis on January 21, 2017, 09:34:53 AM
Hey, I've been playing and the mod pack is great, the seeds stuff really makes it difficult, but I'm glad I stuck with my current playthrough. Randy sent 72 manhunter rabbits in the beginning leading to the loss of all my three starting colonists, but others have helped us pull through. That said, I'm getting a weird error (log below) which pauses the game every few seconds. Not sure how to fix it and would appreciate some help since the game is unplayable right now.

Pauses the game? Do you mean the log window appears? You can turn off automatic pop-up window in it's upper right corner. The bug seems to be related either to Combat Realism or Outfitter, most likely CR. If you can, report it on CR github, here: https://github.com/skyarkhangel/CombatRealism/issues (https://github.com/skyarkhangel/CombatRealism/issues).
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Draxis on January 22, 2017, 11:34:51 AM
Will do. Also, I have disabled auto popup, but it throws that error every few seconds and then pauses time. I've mashed the time forward key and see the error count get up to the hundreds. Not sure what's causing it.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: xBaloo on January 23, 2017, 07:44:14 AM
Amazing Mod Pack. Very good work, thank you.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on January 23, 2017, 08:54:35 AM
Quote from: xBaloo on January 23, 2017, 07:44:14 AM
Amazing Mod Pack. Very good work, thank you.

Thank you :D

FYI next release may be pushed back a little. Lots of my free time lately is taken by Stars in Shadow. :P
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on January 23, 2017, 09:05:54 AM
Quote from: Gunblast on January 21, 2017, 03:39:22 PM
Have you looked at Medieval Times w/its CR patch?

Is there any reason I shouldn't add it to my game?

If it has a CR patch, go ahead and report back if it works. :P
I may add Medieval Times in the future. May, because I'm on the fence about it. Damage calculation in Rimworld is not complex enough to have plate mail and kevlar in the same setting. It ends up with plate being sometimes better protection from bullets than modern armors.

Quote from: xBaloo on January 23, 2017, 07:44:14 AM
Amazing Mod Pack. Very good work, thank you.

Thank you :D

FYI next release may be pushed back a little. Lots of my free time lately is taken by Stars in Shadow and Unity. :P
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: ssauraabi on January 23, 2017, 05:04:36 PM
First thing I've ever gotten for Rimworld that's not directly on the Workshop.  Excited to try out all of these things and learn how to use them effectively.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Gunblast on January 24, 2017, 04:30:08 PM
So far it's been working without error.

Is there anything in particular I should keep an eye out for while testing?


Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: ssauraabi on January 25, 2017, 02:56:23 AM
Yep, it's awesome.  I haven't run into any problems whatsoever.  Miss my hauler bots and Feral attacks, but it's understandable.  Hadn't seen the Alpha Animals one, that looks sick.  Anyway, thanks for the work packaging this all up.  It's been great.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on January 25, 2017, 04:25:44 AM
Quote from: Gunblast on January 24, 2017, 04:30:08 PM
Is there anything in particular I should keep an eye out for while testing?

Plenty :)

Haplo's Robots are incompatibile with Combat Realism - if you want to see it in, keep an eye on compatibility patch.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: ssauraabi on January 25, 2017, 09:53:43 AM
Quote from: Fafn1r on January 25, 2017, 04:25:44 AM

  • Pointing out things that have wrong bulk or mass values.
  • Miniaturisation - do you want to be able to move everything or should I make it more realistic?
  • What mods would you like to see included?

Really, though, those suggestions are mainly tweaks.  The pack works really well and is enjoyably playable as it is currently.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Gunblast on January 25, 2017, 03:10:02 PM
Mods to consider adding to the pack:

- Melee Hunting
- JT Zone Buttons (It's a huge quality of life improver)
- Colony Leadership (Haven't seen any issues yet while running it in tandem with your pack.
   However, it may not fit the game balance you're trying to build)
- L-Traits
- Beautiful Weapons (High quality weapons don't have negative beauty)
- Path Avoid
- Mad Skills (Removes skill degradation)
- Wargs Eat Corpses
- GHXX Tech Advancing (I love starting tribal and working up to spacer)
- Same Spot
- Moody (Best mod I've ever used. I recommend trying it out yourself before throwing out the idea)
- Bridges and Fishindustry patch

Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: dino332 on February 06, 2017, 03:13:43 PM
I have a question, how long should it take to start up? The game runs fine until it initializes the interface, then it turns black with no loading symbol for the cursor. I checked the task manager and it seems to still be responding, but not doing anything (i.e. not taking too much cpu or memory) I followed all the steps and really want to play with this modpack. Thank in advance!
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on February 06, 2017, 06:50:26 PM
Quote from: dino332 on February 06, 2017, 03:13:43 PM
I have a question, how long should it take to start up?

I did a quick test. On my potato laptop with Celeron CPU, Intel HD graphics and 4GB of RAM and Chrome running in the background it takes around 3 minutes to load into main menu.

If it turns black then something is wrong. Even though you said you followed installation instructions - follow them again, carefully. I did that and the game is working for me (and others), so it must be working for you, unless you have different version or don't meet system requirements.

Before you try again, do this:
1. Go to your Rimworld config folder. On Windows 10 it is ...\Users\[your name]\AppData\LocalLow\Ludeon Studios\...\Config
2. Open ModsConfig.xml and delete line 12 "<li>PermaDeathNameFixer</li>".

That's the only mod that ever caused me black screen on startup due to some Steam Workshop bug.

Alternatively you can go to ...\Steam\steamapps\workshop\content\294100 and check if you don't have any leftover mods from the Workshop.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: dino332 on February 07, 2017, 01:21:21 AM
Thanks for the response! It seemed that the problem was with steam after a bit of testing, so I severities the game files again and placed the mods config back in the right place and it works! Gonna enjoy playing with this mod pack!
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: TMan121 on February 07, 2017, 08:21:13 PM
Psst. Rimarsenal has a Combat Realism patch now.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on February 08, 2017, 05:37:51 AM
Quote from: TMan121 on February 07, 2017, 08:21:13 PM
Psst. Rimarsenal has a Combat Realism patch now.

To be honest, I think Rimfire + CR turrets are more than enough for weapon additions. I'd love to add Feral faction though, always fun to have more high quality and fitting lategame enemies.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: crusader2010 on February 09, 2017, 05:48:40 PM
Hello Fafn1r!

I'm wondering if you could help me with the following issue... I've started from your pack and added/removed some other mods (see the attached Modsconfig.xml).

After starting a new colony, the first issue I encountered was that the Butcher Table, Nutrient Paste Dispenser and Hoppers were not available to build under the Production list. You can also see the errors I was getting in "rimworld_bugs.jpg" (the "Fafnir patch" mod was loaded after the "Grenade fix rearmed" one; it's not present in the attached file).

After searching a bit, I decided to disable the "Fafnir patch" mod in the hopes of making those items reappear in the Production tab. And they did! Yet, I am still getting some errors (see "rimworld_bugs_2.jpg").

Could you please provide any insight on what might be happening or what to do to get rid of the errors?
Also, are those "dangerous detour" warnings of any concern? Actually, I'm more worried about the one related to Psychology, as I want that mod to work fully.

PS: I did update most of the mods that I found newer versions for (including CR and others)!

Thanks! :)

[attachment deleted by admin due to age]
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on February 09, 2017, 07:01:31 PM
Fafnir Patch, among other things, makes building categories neat and tidy. Butcher's Table and Nutrient Paste are under Food tab.

The FoodProduction error is there, because you updated Vegetable Garden without taking into account the adjustments I made to previous version. Updating large mod packs is tiresome, because you have tokeep track of and re-add your changes every time there's an official mod update.

Quote from: crusader2010 on February 09, 2017, 05:48:40 PM
PS: I did update most of the mods that I found newer versions for (including CR and others)!

Yeah, the modpack is due an update, which to be honest may have to wait a bit. I'm rather busy with real life and my own Unity project.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: crusader2010 on February 10, 2017, 01:25:01 AM
Ok,thanks for the info! I'll try to do a merge between the versions of vegetable garden. Also I did not find a food tab in the menu.. probably for the same reason you said. Thanks and I hope everything goes well with your projects!
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Fafn1r on February 10, 2017, 05:54:39 AM
I you want to update on your own, my list of modified files will make it a little bit easier. ;) Here:


Additional Lighting:
- ThingDefs/Lighting/Lighting_CeilingLamp.xml
- ThingDefs/Lighting/Lighting_PathLamp.xml
- ThingDefs/Lighting/Lighting_WallLight.xml

Apparello 2:
- ResearchProjectDefs/Arabatschupp.xml

Camping Stuff:
- ThingDefs_Buildings/Buildings_Production.xml

Caveworld Flora:
- ResearchProjectDefs/ResearchProject_Fungiponics.xml
- ThingDefs/Plants_Wild_CavePlants.xml

Colony Manager:
- ResearchProjectDefs/ManagerStations_Research.xml

Combat Realism:
- ResearchProjectDefs/ResearchProjects_Tier2_Misc.xml
- ResearchProjectDefs/ResearchProjects_Turrets.xml
- ThingDefs_Buildings/Buildings_Security.xml
- ThingDefs_Items/Items_Resource_Manufactured.xml

Dermal Regenerator:
- ResearchProjectDefs/ResearchProjects_Misc.xml

ED-LaserDrill:
- ResearchProjectDefs/LaserResearchProject.xml

EPOE Hardcore Version:
- ResearchProjectDefs/ResearchProjects_EPOE.xml

Fish Industry:
- ResearchProjectDefs/ResearchProjects_Aquaculture.xml
- ThingDefs_Races/Races_Animal_Fish.xml

Increased Forest Density - Deadly:
- BiomeDefs/KudzuPred_Cold.xml
- BiomeDefs/KudzuPred_Moderate.xml
- ThingDefs_Races/Kudzu_Animal_Giant.xml

More Furniture:
- ThingDefs_Buildings/Buildings_MoreFurnitureSeatingStuff.xml

PowerSwitch:
- ResearchProjectDefs/ResearchProjects_Tier2_AutoEnemySwitch.xml
- ResearchProjectDefs/ResearchProjects_Tier2_AutoPowerSwitch.xml
- ResearchProjectDefs/ResearchProjects_Tier2_HiddenPowerConduits.xml

RedistHeat:
- ResearchProjectDefs/ResearchProjects.xml
- ThingDefs/Buildings_TempController.xml

Repair Workbench:
- ResearchProjectDefs/ResearchProject_RepairBench.xml

Rimfire:
- ResearchProjectDefs/ResearchProjectDefs_Tier2_Misc.xml

RT_Fuse:
- ResearchProjectDefs/ResearchProject_RTBasicFuses.xml
- ResearchProjectDefs/ResearchProject_RTCircuitBreakers.xml

RT_SolarFlareShield:
- ResearchProjectDefs/ResearchProject_RTMagneticShield.xml

Vegetable Garden:
- ResearchProjectDefs/ResearchProjects_Misc.xml
- ThingDefs_Buildings/Buildings_Hydro.xml
- Removed autdoor lamp.

sd_advancedpowergen:
- ResearchProjectDefs/sd_adv_powergen_ResearchProjectDefs.xml
- ThingDefs/sd_adv_powergen_ThingDefs_buildings.xml

sd_medicaddons:
- ResearchProjectDefs/sd_medicaddons_ResearchProjectDefs.xml
- ThingDefs/sd_medicaddons_facilities_ThingDefs_c_medieval.xml
- ThingDefs/sd_medicaddons_facilities_ThingDefs_d_industrial.xml
- ThingDefs/sd_medicaddons_facilities_ThingDefs_e_spacer.xml

Seeds Please:
- ThingDefs/Items_Seeds_Core.xml

Seeds Please VG patch:
- ThingDefs/Items_Seeds_VegetableGarden.xml

T-MoreBeds:
- ThingDefs/MoreBedsFurniture.xml

T-MoreFloors:
- Removed wool loom building.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: crusader2010 on February 10, 2017, 11:16:09 AM
Thanks mate! Now I have quite a bit of work ahead of me :)) but it's fun!
Good thing i'm not using all the mods you changed :))
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: crusader2010 on February 10, 2017, 01:54:28 PM
Ok, managed to do all the changes (i hope). Found more files where the "FoodProduction" category needed to be changed; also I saw there was no more "Salt mine" and "Canning factory" in the "Vegetable garden" mod. Did you remove them or the update to the mod? :D
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17)
Post by: Ceanox on February 14, 2017, 05:23:51 PM
Is it the Modpack, Or a bug that cuses me to not install new bodyparts (Apart from peglegs) Onto another injured human? Because i am trying to do it in a non medical Double bed, Or would i need to make a medical room.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17) SUSPENDED
Post by: Fafn1r on February 24, 2017, 04:11:08 AM
I think you guys deserve to know what's the status of this mod pack as for now. In short - I'm no longer working on it. Learning Unity and working on my own indie game is taking most of my time and interest.

If anyone wants to take up the torch (likely under a different name ;)), I'll help with learning, but not with maintenance.

If you do that, remember to ask mod authors for permission.
Title: Re: [A16][MOD PACK] Fafnir Mod Pack 0.9.5 (18.01.17) SUSPENDED
Post by: accountssuck on December 28, 2017, 09:58:18 AM
Oh my god, thank you so much.
I've been trying for ages to find a copy of some of those mods that isn't hosted on unusable platforms like nexus, mediafire or steam.

Sorry for bumping this thread, wish there was a no-bump-option to avoid necroing.