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Messages - crusader2010

#436
Outdated / Re: [A13] Mod MEGA PACK
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!
#437
Hello! I just now realized that the MoreVanillaTurrets mods isn't working properly with the latest patches of CombatRealism (i.e. turrets should have ammo types/requirements, they should need to be reloaded, they should allow forced firing at a certain tile,etc). Thank you for the mods and keep up the good work!
#438
Quote from: NoImageAvailable on May 08, 2016, 08:45:28 AM
Just uploaded the 1.6.5 release. It mainly updates melee weapons to A13 by adding bulk, weight and armor penetration stats to melee weapons. With this the mod is fully updated to A13 and out of pre-release. It is also the last update I will do as I am leaving Rimworld modding permanently.

With the complete lack of not only any real support for modding but even base consideration for it (almost every alpha brings with it new internal changes like making various public variables private, which does not affect the base game in any way but breaks mods and makes modding harder than it needs to be) and a number of smaller annoyances like the out of touch community management (Tynan unstickying genuinely useful threads such as well-maintained mod lists while leaving redundant ones up, complete lack of communication on issues such as the whole private variabls thing, that sort of stuff) modding Rimworld has become more of a hassle than it ought to be. At this point I just no longer have the motivation to deal with it all. The only thing keeping me was the fact I wanted to bring CR into a semi-complete state before I go. I did have plans for a melee combat overhaul before I go but since the loadout system took up more time than originally anticipated I have decided to can those plans.

Since people asked for it in the past I have uploaded the ODS sheets with all the weapon stats I used for balancing to github so anyone interested in making gun mods compatible with this can look up how the stats are calculated (keep in mind though, that while the sheets include data for Project Armory guns that data hasn't been updated since the last PA release and is heavily outdated). The zip file also includes my personal todo list where I still have a number of outstanding issues and plans for the future, in case anyone else decides to pick up this project (although somehow I don't see that happening).

You should put this message on the first page of the thread  ;D thank you for the great work!
#439
Outdated / Re: [A13] Mod MEGA PACK
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 :)
#440
Outdated / Re: [A13] Mod MEGA PACK
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).
#441
Outdated / Re: [A13] Mod MEGA PACK
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)
#442
Outdated / Re: [A13] Mod MEGA PACK
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.  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.
#443
Outdated / Re: [A13] Mod MEGA PACK
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!
#444
Outdated / Re: [A13] Mod MEGA PACK
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]
#445
Outdated / Re: [A13] Mod MEGA PACK
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).
#446
Outdated / Re: [A13] Mod MEGA PACK
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).
#447
Outdated / Re: [A13] Mod MEGA PACK
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.
#448
Outdated / Re: [A13] Mod MEGA PACK
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).
#449
Outdated / Re: [A13] Mod MEGA PACK
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!
#450
Outdated / Re: [A13] Mod MEGA PACK
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.