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Messages - SupremeSoviet

#1
Mods / Mod Pack Lists
March 31, 2018, 06:59:26 PM
Can anyone point me to some mod packs?  The only one I have seen for a while is Hardcore, and while its great...  I don't wanna wear it out.
#2
Quote from: skyarkhangel on September 29, 2016, 08:27:35 PM
Quote from: SupremeSoviet on September 29, 2016, 02:09:52 AM
Hey skyarkhangel, Is there any way to make Prepare Carefully compatable with this pack?  I love the mod pack and EB prepare and was kind of hoping for the best of both worlds but if I try to add EB Prep it tells me that there is a map generation conflict and my civi changes will be ignored.  Thanks for the time!

-SS

What problems? Please use latest guthub version. Edb PC already added. Thank you.

It is?  Ugh I see what I did wrong.  I used the mega link and that version does not have EBPC.  Thanks sky.

Also I'm having an issue with the plasma reactor. It says it need fuel but its on a steam geyser whats wrong?
#3
Hey skyarkhangel, Is there any way to make Prepare Carefully compatable with this pack?  I love the mod pack and EB prepare and was kind of hoping for the best of both worlds but if I try to add EB Prep it tells me that there is a map generation conflict and my civi changes will be ignored.  Thanks for the time!

-SS
#4
I think that Glitter Tech should be a part of this mod pack, a payoff at the very end of the tech tree for all the hard work getting that far.  That free power station would be an amazing help, mostly because it can give you and edge and realisically it will take you ages to get enough to build only one of those big power plants.
#5
Outdated / Re: [A13] Mod MEGA PACK
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.
#6
Quote from: Masquerine on January 08, 2016, 02:36:11 PM
Quote from: SupremeSoviet on January 07, 2016, 09:52:00 PM
Well the thing is I litterally just started the game and I have no animals.  I haven't tamed any yet for the simple reason that it simply isn't a prioority yet.
I'm trying to reproduce the behavior but I'm not having any luck. Only other thing I can think of if it happens near the start but without owned animals/wild animals trying to get in, then maybe something hidden in an enclosed room wants out but is unable? Like the "ancient danger" types. Could be some kind of an issue with them being active and pathing. I'm not sure. All I can do is start and restart and hopefully I encounter something to give me a better idea.

"Slave" and "space soldier" factions seems to have something wrong them. Opened from an ancient cryptosleep caskets, they have the funny character text. The same text that the fuseboxes had when they were broken. Will have to look into it.

This may be the issue.  I know that I have some sleepping danger things near by so I have yet to open that building obviously.

Additionally is there any way to tell me why I am missing components from the mod pack?  I know I dled the newest version but I have seen no fallout weapons in the game.  Glitch maybe?
#7
Quote from: Masquerine on January 08, 2016, 09:39:10 AM
Quote from: SupremeSoviet on January 07, 2016, 09:52:00 PM
I'm having a few issues with this mod pack.  One is the fact that even though I dled the newest version and the update I seems like I am missing content.  I know that the fallout weapons are not in it.  Additionally I am experiancing severe lag for reasons I don't understant.  I have run far larger mod packs with no issue before, not to mention my ram usage with this game is barely reaching 25% usage.  How can I fix these issues?  Thanks!
Most common and repeated notice about lag seems to be pathing issues, particularly animals and doors. I'll use dogs as an example. If a dog gets hungry and doesn't have access to food, but is allowed path through a door to find some then sometimes it fails to do so and causes massive amounts of lag. Simple fix is to just avoid putting animals where they need to path through doors, else make them automatic doors so they don't have to get stopped by it. That should avoid the sudden crippling lag. Unless something else is causing it, but animals has been the recurring one mentioned.

Well the thing is I litterally just started the game and I have no animals.  I haven't tamed any yet for the simple reason that it simply isn't a prioority yet.
#8
Support / Re: Increase RAM Allocation
January 08, 2016, 12:58:11 PM
Well I have a quad core with 24gigs of ram so each gets 6gigs, I know for a fact though its not getting all 6 I checked.  At best its using a third of that.
#9
Support / Re: Increase RAM Allocation
January 07, 2016, 10:23:50 PM
Quote from: Coenmcj on January 07, 2016, 10:06:00 PM
If you've had large modpacks on Rimworld before without the lag, then you're likely running into console spammage. Error messages flooding your console, not sure why, but they seem to take up a considerable amount of resources to put on there.

Well I had them pop up once or twice but that was it.  I like to run with dev mode on when I play with mod packs to see if there are any errors in the pack.  Ive seen it once or twice in game but not a ton.
#10
I'm having a few issues with this mod pack.  One is the fact that even though I dled the newest version and the update I seems like I am missing content.  I know that the fallout weapons are not in it.  Additionally I am experiancing severe lag for reasons I don't understant.  I have run far larger mod packs with no issue before, not to mention my ram usage with this game is barely reaching 25% usage.  How can I fix these issues?  Thanks!
#11
Support / Increase RAM Allocation
January 07, 2016, 09:49:32 PM
Currently I am trying out a new mod pack and my game is simply hating it.  Though I'm not sure why.  I have had large modpacks before with no issues at all no lag period.  My system is using no where near the max RAM.  Even if I multiplied the ram usage by 5 I likely wouldn't reach half way.  Is there any way to just pour more RAM into the it to just kill the lag that way?
#12
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
June 21, 2015, 05:05:57 PM
Update Soon?  This is one of the few mods I cant live without.  It actually gives me reliable power generation once I blow most of my wealth for the parts. I need this mod lol.
#13
Quote from: Numar on June 12, 2015, 08:56:03 AM
It wouldn't be a bad call to think about making mining harder with e.g. a pickaxe is needed for the job or similiar.

This.  I like this.  Tbh I like the idea of Sappers it does change things a bit, but there need to be limitations.  Tools are good for the future but there also needs to be a limiting factor for sappers digging.  I would say a 5 block maximum digging would be acceptable.  For sappers to be able to dig through a mountain to get to me is WAY too OP.
#14
General Discussion / How Do We Deal with Sappers?
June 11, 2015, 09:33:15 PM
So the new alpha is here and I love the changes.  I haven't had a chance to play yet but I realize that the addition of Sappers has dramatically changed the game.  Our old strategies of kill zones and choke points has basically been shot in the face with the latest patch. 

A key question has come to my mind.  How far are sappers willing to dig or destroy to get into the base?  I ask because I usually like to build my bases into mountains with a natural choke point, as the sole entrance, with a large outer field and establish my defenses at the chokepoint. I know they will try to dig through the sides of the choke point to get to me.  The real question is, will they try to dig through half a mountain to get to me?  Cause that would seem a little op to me.  There has to be a limit... right?

Anyone found any good ways to deal with sappers?  Let the Discussion begin.
#15
Quote from: Kruniac on May 11, 2015, 01:35:46 PM
Errors out, spamming messages about the bills for the basic and advanced workbenches. Shame, I was looking forward to this.

Anyone else having this issue I would like to know before I try and incorporate this into my personal mod list.