Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Ded1 on November 20, 2014, 02:21:59 AM

Poll
Question: Should i change MAI out for Mechanical Defence 2
Option 1: Yes! votes: 1
Option 2: No! votes: 0
Option 3: Use both! votes: 5
Option 4: I dont care! votes: 0
Option 5: Nobody uses this lame pack! votes: 2
Title: [Modpack] (Alpha 7) Feel Good Modpack! [Updated!]
Post by: Ded1 on November 20, 2014, 02:21:59 AM
    So i decided to make this modpack because while there are nice modpacks out there, there wasn't one that was just right to how i wanted to play.  I figured if i was going to do the work to make it i should share it.  I hope you like it and i will try to update once a week or so. 
    If anyone can think of a better name let me know.

    The initial release is just a bulk download with the mods sorted to a good load order.  However from here i will be reordering the tech tree, removing obsolete workbenches and adding their recipes to others instead, and doing some balancing here and there. 
    Let me know any suggestions or concerns about the pack.

    Since i do not own the game (my buddy was letting me use his copy, however i wont get access to it again for quite a while), this pack is essentially on hold from updating even if the mods included are.  If you are interested in maintaining this for me, pm me and everyone whose mods are included (same thing i did when i started it) to let them know you are now maintaining it.

    Included Mods

    TTM[Custom Events] (https://ludeon.com/forums/index.php?topic=3859.0)
    By Minami26 (This is not the full TTM mod, just the custom events)

    Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0)
    By EatKenny

    Immersive Rim (https://ludeon.com/forums/index.php?topic=6939.0)
    By Aristocat  (Note: Implants are actually worn like armor.  You do not place anything from the implant table into your colonists)

    EdB Interface UI Mod (https://ludeon.com/forums/index.php?topic=5258.0)
    By EdB

    Roof Support (https://ludeon.com/forums/index.php?topic=7458.0)
    By Nommy

    Clutter Mod (https://ludeon.com/forums/index.php?topic=2541.0)
    By Mrofa

    PurpleIvy (https://ludeon.com/forums/index.php?topic=6961.0)
    By Skullywag

    Extended Surgery and Bionics (https://ludeon.com/forums/index.php?topic=7029.0)
    By Minus

    T's Mods (https://ludeon.com/forums/index.php?topic=4373.0)
    By Telkir

    Apothecarius Seven (https://ludeon.com/forums/index.php?topic=5450.0)
    By JuliaEllie

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

    Enhanced Defence: Phoenix Edition (https://ludeon.com/forums/index.php?topic=6636.0)
    By Jaxxa (Did not use all modules just some of them)

    Less Incident Trolling (No fault version) (https://ludeon.com/forums/index.php?topic=6892.0)
    By Marvinkosh

    Miscellaneous w MAI (https://ludeon.com/forums/index.php?topic=3612.0) 
    By Haplo

    New Recipe Nurse Tool (https://ludeon.com/forums/index.php?topic=6640.0)
    By JuliaEllie

    Mining&Co.: Deepdriller MkII + MMS MkII (https://ludeon.com/forums/index.php?topic=5930.0)
    By Rikiki

    GlitterTech (https://ludeon.com/forums/index.php?topic=5509.0)
    By Sam_ (i will be modifying this to be more in line with immersive rim)

    Roof Bomb (https://ludeon.com/forums/index.php?topic=6130.0)
    By Skullywag

    Mechanical Defense 2 (https://ludeon.com/forums/index.php?topic=7380.0)
    By Mipen

    Xtra Trees (https://ludeon.com/forums/index.php?topic=7328.0)
    By Igabod

    Resource stockpile ammounts (https://ludeon.com/forums/index.php?topic=7742.0)
    By Ded1

    Version Info

    • V.5 Initial Release
    • V.51 Updated Immersive Body
    • V.52 Modified Glitterworld to be a little more balanced, Commandos can now spawn with incomplete loadouts
    • V.53 Finished my passes at balancing Glitter Tech.  I will do more if needed though.
    • V.54 Added Mechanical Defence.  Fixed Harvestwork error in Purple Ivy.
    • V.55 Added Xtra Trees, Fixed a few issues with growing plants.
    • V.56 Added My mod, fixed several bugs, second attempt at balancing glitter tech.

    Download
    V.5 Initial Release (https://www.dropbox.com/s/zd0skt03i70izdu/Mods.zip?dl=0) Dropbox
    V.51 Release  (https://www.dropbox.com/s/lav06usy72c0py6/Feel%20Good%20Modpack%20V.51.zip?dl=0) Dropbox
    V.52 Release  (https://www.dropbox.com/s/32sz8lpelr1waaq/Feel%20Good%20Modpack%20V.52.zip?dl=0) Dropbox
    V.53 Release (https://www.dropbox.com/s/p0lvroanfx93w1a/Feel%20Good%20Modpack%20V.53.rar?dl=0) Dropbox
    V.54 Release (https://www.dropbox.com/s/cw13rdxjup816xi/Feel%20Good%20Modpack%20V.54.rar?dl=0) Dropbox
    V.55 Release (https://www.dropbox.com/s/inxbkukn7ki8p7o/Feel%20Good%20Modpack%20V.55.zip?dl=0) Dropbox
    V.56 Release  (https://www.dropbox.com/s/r8s8v9xmcx58fxb/Feel%20Good%20Modpack%20V.56.zip?dl=0) Dropbox


    Issues

    • Recipe Nurse must be activated after EdB's Interface or you will have issues

    Compatibility
    These mods may be compatible with others.  However if you add mods into the mix, don't complain if something breaks or goes horribly horribly wrong. 

    License
    I own none of this.  If you want to modify it for and distribute it you NEED to contact the mod creators.  You are however free to modify it for personal use, just like all mods.

    Thanks
    A big thanks to all of you for allowing me to use your mods in this!
    [/list]
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Aristocat on November 20, 2014, 04:55:59 AM
    errr.. Immersive Body is outdated(not hotfixed).

    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Ded1 on November 20, 2014, 10:31:22 AM
    Whoops thought i got the newest one didnt realize that hotfix came out after i grabbed it thanks

    Edit: Updated Immersive Body
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: JuliaEllie on November 20, 2014, 10:44:14 AM
    TTM has a built in version of RecipeNurse - you dont need to add RecipeNurse to the pack.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Ded1 on November 20, 2014, 10:45:25 AM
    Im not using TTM just the custom event list.  That way even more stuff can go wrong.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: JuliaEllie on November 20, 2014, 11:18:35 AM
    Oh right sorry -.- Should have read a bit more carefully
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Ded1 on November 20, 2014, 11:36:36 AM
    Thats fine.  I edited the original post to make it clearer that its just the events.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: AlanerPolska on November 20, 2014, 03:59:55 PM
    Problem with operations.
    I can't do operations, when I have RecipeNurse activated.
    It's.. annoying.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Ded1 on November 20, 2014, 04:10:30 PM
    you made sure to activate recipe nurse last right?  Well i cant seem to get anything that comes off of the implant table to work but the stuff from the bionic assembler and Prosthetics workbench do.

    Edit: The reason you cant use anything from the implant table in an operation is due to you wear them instead of implanting them like the workbench name suggests.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: AlanerPolska on November 21, 2014, 09:43:19 AM
    Ouh.. Right..
    Well.. thanks.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Ded1 on November 21, 2014, 12:12:52 PM
    no problem
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: zyklame on November 22, 2014, 04:45:56 AM
    In the "Plants_PurpleIvy.xml" line 19 should be changed to:
    <harvestWork>9000</harvestWork>
    so it can read the value.

    And then i get
    Could not resolve cross-reference to Verse.ThingDef named Brain
    Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
    Could not resolve cross-reference to Verse.ThingDef named Brain
    Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

    but i'am not sure if thise comes from incompatibility in the pack or from the orininal mods itself.

    Mod Loadorder:
    Core
    01
    ...
    41
    EdB
    Recipe Nurse

    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: skullywag on November 22, 2014, 04:47:53 AM
    harvest work? It shouldnt be harvestable. Whats the value by default? Have I left something silly in there? Ill take a look later.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Ded1 on November 22, 2014, 04:58:21 AM
    The brain thing is because i didn't include the brain surgery mod as well and extended surgery makes a reference to it.  Nothing to worry about and it will not cause issues.  And about the harvest thing, i think that's for using Cut Plants, though i haven't actually tried to harvest it so i could be wrong.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: skullywag on November 22, 2014, 05:21:28 AM
    hmmm if it dies denote cut speed that could solve a problem I'm having with the mod. Ill try it out and test the results.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack!
    Post by: Ded1 on November 22, 2014, 05:47:08 AM
    Mod Loadorder:
    Core
    01
    ...
    41
    EdB
    Recipe Nurse


    Where it shows on the list is irrelevant for the Core mod due to it already being selected, if you go to your config file and take a look at the order you will see it is at the top of the list,  I couldn't number the EdB mods cause if you change the original folder name they do not work.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack! [Updated!]
    Post by: Ded1 on November 24, 2014, 12:31:08 PM
    Has anyone tried to add the zombie mod in? I haven't had time to try it out (been sick and haven't been able to get out of bed much) so if someone has let me know if it has issues or the best spot to put it in the load order and i could add it.  I will probably just do 2 versions though, one with zombies and one without.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack! [Updated!]
    Post by: AlanerPolska on December 02, 2014, 04:35:44 PM
    Commandoes are too strong. I mean, every world I create have always 2 commando squad. And they attack me(Third week, five colonists, nine attackers) with overpower weapons & armors.
    I've been attacked four times. One time I was attacked by pirates, rest are commandos.

    (I didn't use translator, my english is under normal.)
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack! [Updated!]
    Post by: Ded1 on December 02, 2014, 05:07:10 PM
    if your playing on randy random the attacking force size is usually going to be larger since he doesnt care about colony wealth as much.  If not, something in your colony is getting your wealth way to high early on.  i can try and balance it out some more but i dont know how much i can do to fix it.  I have played myself and i never get more than 1 or 2 commandos per raid for at least a month or so.
    Title: Re: [Modpack] (Alpha 7) Feel Good Modpack! [Updated!]
    Post by: Ded1 on December 11, 2014, 03:58:37 AM
    So I'm not going to be able to do any work on this till
    A) all the mods are updated
    B) My friend (whose game i have been using since he doesn't play anymore) comes over to let me download the newest version.  This isn't going to happen for at least a month if not longer.

    Sorry about not being able to do anything, but i can't afford to buy anything atm let alone a game, even a great one like this.