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Messages - Jerethi50

#1
Hey man, sorry I haven't been around, and sorry to hear about your pal, still I'm glad that you got some closure with him, and that he passed peacefully. I haven't messed with modding rim world in quite some time now, accidentally lost all my mod sources a while back and haven't really felt like redoing the work. Still I might take a look at the newest version, and see if it pulls me back in. Hope your doing well yourself.
#2
Heya, Old modpack maker here, Havent been on the forums in some time, was planning on coming back and maybe tossing some mods together, then I came across your pack, It looks like a nice combo of mods :D I think I will just go with your pack hehehe.
#3
even what has to be done to combine mods correctly can change from alpha release to alpha release, not saying it definitely will, but it can, so even a script or program designed to "combine mods" would itself need frequent updating most likely, bust aside from that, there are a lot of custom little touches i put into the modpack, based on personal judgements, to make the various mods play more intuitively together. make a bit more sense together, and so on, I really dont see any way of automating that.
#4
I hate to say it guys but due to various things This mod is on hold for now,
1. I have lost two essential mods to the mod pack, better power and colonist creation mods, without those mods I just don't feel the pack is as complete as i prefer it to be
2. The amount of work involved in creating, updating, and maintaining this mod pack was more than i bargained for, and while it isn't an impossible task, with frequent alpha updates it is a bit more work than i wish to do at the time.
3. There is another mod out there, Superior crafting mod, which i feel offers a strong viable alternative to this mod pack anyhow, It has tons of features and seems to be growing rapidly, and I have thrown my lot in with them, providing a few ideas, and play testing the mod to try and catch bugs before the releases.
4. Ultimately, as each alpha and then beta version is released major aspects of the game seem to change, or are added / removed. this means lots of mods will become outdated/ irrelevant as time goes on, so building and rebuilding the mod pack over and over again will just become redundant / annoying / repetitive and make me hate modding for this game, I don't want that to happen, so i am nipping it in the bud here.

I figure, that on release, if there is still demand for a large all encompassing mod pack i may pick this back up at that time. I am however not making any promises. for now i suggest you guys give superior crafting a try, it is what I'm playing with at the moment and I'm loving it.
#5
Outdated / Re: [MOD] (Alpha 6) Meteorite ModA6 1.0
September 03, 2014, 10:58:14 AM
Quote from: Yertzi on September 03, 2014, 09:42:15 AM
I have been using this mod for a little while in one of my longer lasting colonies and it seems to be working fine so far.

Only issue I have is that while tunneling into a mountain the "new area found" areas will randomly have the meteors in them. Just seemed a bit strange to have meteors in the middle of a mountain.

I look at it like this, either that area was already open up to the sky (and thus a meteore could fall into it) or, the cave roof was thin enough there that the meteor caused a cave in and opened a small cavern to the open air. I know they arent always open to the air, so it doesnt always make sense, but i once found a whole secluded valley with no entrances in the middle of a mountain, with grass, trees, bushes and everything, so who knows what you can find in those mountains :P
#6
Outdated / Re: [MOD] (Alpha 6) Meteorite ModA6 1.0
September 03, 2014, 08:38:32 AM
Quote from: Baleur on September 02, 2014, 11:58:52 PM
Could u put this on nexus modb, or even just upload it directly here in the forums? Your link doesnt work here in China :(

I am very sorry, I did not know drop box didnt work in china! I will get a mirror up asap

Edit: Nexus link now on front page
#7
odd ... I just quit the game entirely and reloaded my game, both the chemlab recipes and the shooting range issue seem to have fixed themselves.
#8
Im only running your mod, I know better than to bug report on mods when running multiple mods. :) also, as i said, I have hunting set to the lowest priority possible, they still use the shooting range as if it is their highest priority.
#9
Some bug reports for you, using only your mod.

1. Chemlab
   a. Chemlab has multiple copies of the shroom stim and agave gel recipe, seems to keep adding to the copies, at my current point i have about 7 or 8 of each recipe listed in the menu.
   b. People working at the chemlab seem to work continually until they either pass out or starve to death, or if their mood is low enough, until they rebel against the colony or go bonkers.

2. Shroom stims and Berry Wine.
   a. I think you somehow mixed these items up code wise, I have never seen the colonists use berry wine except when they are about to mentally break, and only during a psychic drone event, and yet the shroom stims, my colonists go for as soon as they get a little moody.

3. Shooting Range
   a. Colonists seem to prioritize this over other things, they do occasionally quit using it but colonists will run to a free shooting range before doing anything else it seems, as soon as one is free, some one runs to it, i have hunting set to 4, the lowest priority, and yet they run straight for it, even when there is plenty of work to be done, tons of stuff to haul (hauling is set to 3 on everyone, so it outranks hunting) 

That is all i have found so far, Ill keep an eye out for more bugs.

PS: Never mind the wine, peeked at your code a bit, the wine is apparently working as intended (only used when a pawn is about to mentally break, it probably works outside of psychic drone to, just haven't had a pawn almost mentally break outside of that event yet. sorry for the premature bug report on that, however shroom stims are broken, I'm speculating on this, but I'm not certain a map starts out at psychic drone level none, or something along those lines, Ill talk at ya some when you come online. see if we can figure that out.


#10
Changelog:
A61.01 -
Should now be compatible with new biome mods, however will still conflict with any mod altering the two stock biomes this modifys.
Also added an optional version that has the old functionality of mushrooms growing in all light conditions all day. it will be available as a separate download, DO NOT USE BOTH AT ONCE!
#11
Hey dunno if your not getting my pm's or something abrexus but i sent ya my email and i'm waiting on the source code, Im more than willing to help ya out with this mod and provide some ideas.
#12
Ohh man, that really sucks :(, I guess ill start a build of aio without BP+, Anyhow hope you are ok and everything gets worked out for ya.
#13
I honestly dont know, I cant think of any reasons it wouldent work but i cannot promise anything.
#14
should i include the entire folder structure at your github into my assembly or is there things i should leave out ?
#15
Would you be willing to write up a small guide on using this ? I'm very interested in trying it out but I'm not entirely sure what I'm supposed to do with it.