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Messages - rditto48801

#1
Outdated / Re: [A17] Apitech - Apini Prosthetics 🐝
August 17, 2017, 11:51:41 AM
Quote from: ZE on August 16, 2017, 11:26:57 AM
i had it neolithic so that in the case someone has tech advancing installed, it wouldn't cost much to research, where as other levels would be expensive unless you "Tech-Up"

might not be the most logical or lorefriendly, but i thought i'd gate them that way, so if you really want Apitech level, you'd best be on spacer

but its your preference really.

i haven't had the time to update the mod, been chaotic IRL, sorry

You locked a Neolithic tech, behind an Industrial tech, and which unlocks stuff apparently dependent on other industrial tech researches (like the Simple Prosthetics Workbench).
That causes no end of problems with Tech Advancing.

More so with a mod like Medieval Times also installed.
That's a fair bit of research to grind through just to advance past Neolithic tech level.
To be specific, needing my tribal hive to unlock computers/radios, just so they can advance to the medieval tech level, or grinding through the now expanded amount of Medieval techs apparently added by Medieval Times... because my tribe's last cave man tech requires knowledge of computers/radios to unlock...

I tried to just relocate the Microelectronics requirement to Midtech, since the ingame description for Lotech/Basic Apini Prosthetics talks about peg legs and woodworking, but that didn't work.
Lotech/Basic Apini Prosthetics refuses to register as being unlocked when completed, it is showing some sort of apparent dependency on the Simple Prosthetics Workbench tech if I am seeing things right, as I have a research aid mod that gives me a nice laid out tech tree layout without a wall of mod tabs, it's now showing an unexpected different color line to the other tech, rather than just a line of the same color leading to the next level of Apitech research. And the Apitech Table doesn't unlock.

Did I muck something up with my edit of the first to Apitech researches?
<ResearchProjectDef>
<defName>Lotech</defName>
<label>Basic Apini prosthetics</label>
<description>Make simple prosthetic replacements for lost Apini limbs.</description>
<baseCost>1500</baseCost>
<techLevel>Neolithic</techLevel>
<tab>ApiniProsthetics</tab>
<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>
</ResearchProjectDef>

<ResearchProjectDef>
<defName>Midtech</defName>
<label>Bionic Apini prosthetics</label>
<description>Allows the design of more intricate electronic mechanical prostheses, utilizing components, servos and rotors</description>
<baseCost>2500</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>Lotech</li>
<li>MicroelectronicsBasics</li>
</prerequisites>
<tab>ApiniProsthetics</tab>
<researchViewX>1</researchViewX>
<researchViewY>0</researchViewY>
</ResearchProjectDef>


Or is the issue yet more dependencies on Industrial tech level research with the Apitech prosthetics themselves?
That seems like a LOT of hassle just to unlock peg legs for Apini still at the Neolithic tech level.

Or is Rimworld just being stubborn about the changes because to much freaking stuff is set in stone upon start of a new colony?
#2
Outdated / Re: [A17] Apitech - Apini Prosthetics 🐝
August 16, 2017, 10:05:32 AM
Quote from: InfinityKage on August 13, 2017, 01:07:47 PM
Quote from: Canute on August 13, 2017, 12:39:05 PM
Open with a texteditor
\Apini A17 Apitech\Defs\ResearchProjectDefs\Apitech_Research.xml

search for
<techLevel>Neolithic</techLevel>
and change it into
<techLevel>Industrial</techLevel>

Thanks. Much love brother. I guess now that I'm in the research tap there exist the option to just remove the Microelectronics prerequisite instead. Hmmm...

There is actual cybernetic/bionic stuff in there, so don't remove the Microelectronics prerequisite altogether.
Although I think the very first research (named Lotech in the file) does mention simple stuff like peg legs in game.
One option I may still do in my mod install is simply put the Lotech entry back to Neolithic, and relocate the Microelectronics requirement to the Midtech entry, which does mention 'electronic mechanical prostheses' in the file description.
#3
Outdated / Re: [A17] Apitech - Apini Prosthetics 🐝
August 13, 2017, 06:57:03 AM
I have been wanting to try this mod out, but I have a question about something I found out when looking for the first research via a mod that reorganizes research.

Why is the basic research listed as being Neolithic tech level, when it requires an Industrial tech level research to unlock?

While this might not normally be a big deal, it does cause minor issues when using the Tech Advancing mod by GHXX, since it means there is a Neolithic tech 'locked' behind Industrial tech, which makes it a bit harder to advance tech level with that mod.

Just thought you should know.

Personally, I tweaked the Lotech research entry and changed the tech level from Neolithic to Industrial, since it requires Industrial tech level research to unlock in the first place.
#4
Quote from: Canute on August 13, 2017, 05:19:36 AM
No i mean, do you use the mod that allow you to build/place tents ?
https://ludeon.com/forums/index.php?topic=29145.0

No, not that one specifically, but I do have one of the other mods from the same modder, Set-Up Camp.
The Medium Tent from the Camping Stuff mod is the exact shape/size as the one I found, except with wood floors with an open/dirt spot in the very center, and no door.
#5
Quote from: Canute on August 13, 2017, 04:23:25 AM
I saw these animal hide walls at previous Alphas because of the camping stuff.
Tents used walls made from anykind of textiles.
Do you got these tents ?

It is a structure with no doors.
Roughly 7x7 in size, but not fully square, as the 4 corner spaces are 'empty'.

Is it stock or a mod that causes these 'tents' made of textiles?

I was starting to think it was possibly related to Misc MapGenerator.
#6
There is presently a compatibility problem of sorts with the Stuffified Construction by Sixdd.

Mainly in how it adds new wood types specific to the different types of trees (oak log, pine log, birch log, etc, each with their own different affects on stuff made with them, like walls or weapons), and renaming the default wood to Synthwood (still classified as WoodLog), and making it into a late game resource grown via Hydroponics (and also being what new colonies start with).
So anything calling specifically for WoodLog cannot use the tree specific woods added by Stuffified Construction, only the now 'late game' Synthwood. Which makes it impractical since  it means the main sources for getting more will be via trade or deconstructing items/walls/whatever made of it.

On the up side, Sixdd was looking into a compatability patch on their end, and is looking into just making Synthwood into its own wood type and tossing in a recipe to allow people to 'craft' the default 'wood' using the other wood types in their mod.

Although, being able to use the other wood types in Medieval Times would be nice. I have a thing for things made from Oak (I like the color)... And Doors made from Poplar... (a little less health, but 175% door open speed...)

Quote from: Aids86 on August 08, 2017, 11:58:11 PM
Hey all!
Wondering what other mods people are combining for complete medieval immersion??

I've found that RimWorld Medieval Edition is no longer working with updates. I can't figure out a way to keep the rest of my world in the medieval ages and lock out further technology. Also i'd love to be using a mod like Combat Extended that can supply ammo to the game and make combat (ranged and melee) more realistic within the medieval environment.

Cheers and i'm excited to see everyone's mod lists!!
Mods with Medieval themed stuff?
Well, There are a few items in Tribal Essentials that might fit in a Medieval setting, like the Stoneoven, and some of the floors/walls. Maybe also earthen mound and pitfall trap.
#7
Quote from: Oblitus on August 12, 2017, 06:25:46 AM
Quote from: rditto48801 on August 12, 2017, 06:18:11 AM
Second, the I have noticed a mild compatability issue with the mod Stuffified Construction by Sixdd.
It changes the default wood to Synthwood, and makes trees drop their own specific wood. Synthwood Trees do not grow in nature, they are unlocked via research after Hydroponics. Which causes issues keeping it on hand once the initial supply runs out.
Since you already have a lot of stuff made using Woody stuff, can you have stuff like the Smokepit and Tribal Lore Fire also use Woody for cost, and allow them and the Stoneoven to use Woody for their fuel?
Woody does not warranty that it is an actual wood. Apinni wax or my carbon composite are woody too, since they can be used to construct whatever you may build with wood. But you probably won't want to use them as fuel.

Ah, I did not know that.
I noticed other stuff could be made from different woods and using different woods as fuel, like campfires and torches, but didn't notice them using stuff like the beeswax for construction or fuel, and I am presently playing an Apini hive/colony.
I'm guessing it's something else to do with Stuffified Construction's side of things that I missed when trying to figure things out.
#8
Well, I have run into an odd sight.
I am not sure if it is Stuffified Construction related issue, or from another mod, but I noticed a curious structure off in the corner of my colony's map.
A structure made of Deerhide walls.
(cue flat 'what'...)

On a side note, I noticed a lot of stuff in Tribal Essentials already uses 'stuff' in their items, such as Woody, Stony, Grassy, etc. It is just a few items still using WoodLog for cost/fuel type.
So I tossed out a suggestion to Tribal Essential's author to make those last few items use Woody like more or less all the other wooden items in their mod.

Scratch that last bit, found out some non-wood items also use Woody. (I guess it's true they say you can learn something new everyday)
#9
I love Tribal Essentials, it's an awesome mod.
Even handy for giving a slight 'improvised' or a 'use what we have' or  otherwise rustic feel to even a normal colony start.

I have a few comments/questions.

For starters, I have several mods that alter cotton plants, so they drop 'raw' cotton that has to then be made into cloth.
Would it be possible to have the Woven Hat and Woven Cloak to be made out of such 'raw' forms of cotton?

The mods in question
T's Expanded Cloth and Vegetable Garden: Cotton Fibre, item name RawCotton
Skullywags Extended Fabric: Cotton Boll, item name CottonBoll

Second, the I have noticed a mild compatability issue with the mod Stuffified Construction by Sixdd.
It changes the default wood to Synthwood, and makes trees drop their own specific wood. Synthwood Trees do not grow in nature, they are unlocked via research after Hydroponics. Which causes issues keeping it on hand once the initial supply runs out.
Since you already have a lot of stuff made using Woody stuff, can you have stuff like the Smokepit and Tribal Lore Fire also use Woody for cost, and allow them and the Stoneoven to use Woody for their fuel?
#10
Quote from: Sixdd on July 21, 2017, 05:36:17 PM
I may consider adding a failsafe recipe to Stuffified Construction for the default wood, for most things though I will just keep adding compatibility through patches. Synthwood is mostly just a fast and cheap method for producing large quantities of wood. You don't really want to make furniture or sculptures from Synthwood but it is durable and good for construction.

A backup recipe for turning wood into synthwood would be nice.
Personally, I dislike Synthwood being the 'default' wood.
In part due to trying to do Tribal themed colonies of late, which have the immersion factor a bit ruined.  Trying to get Synthwood with a Tribal colony is a pain in the rear since the source is not naturally occuring.

An idea/suggestion. (which others have more than likely already suggested the same or similar)
A version that grows in the wild.
Since Synthwood is supposed to be a genetically engineered plant, why not have a variant genetically engineered for handling harsher environments? i.e., one that can survive and thrive in the wild. If plants can survive, and there is soil, it can survive. Fluff text can mention it has very deep roots to get to water and nutrients even normal trees/plants cannot get, which means they cannot be used in hydroponics, and is also what helps it survive even wide temperature ranges. They would also be much slower growing, and yield less, than Synthwood trees. Maybe also grow even in poorly lit conditions? It could also be part weed, explaining why they have spread over most of the planet, long after they are no longer 'needed' (by those who have hydroponics packed full of Synthwood trees...)
The 'wild' version could be called something like Synthwood Shrub, or Fiberwood Tree/Shrub/Bush, or something like that.


Back to the issues at hand.
First, two compatible mods with a few items still stuck only using Synthwood.
Powerless is not fully compatible for me, the Simple Table and Stump Chair still require Synthwood in my game. Were they missed? Everything else is stuffied just fine from what I can see.
Misc Training has two unstuffied things I found. The Martial Arts Target and Shooting Target are not stuffied for me.


I have at least a few mods (including Medieval Times) that have 'broken' progression or reduced functionality because of synthwood at this time.

Tribal Essentials: A few wood only items.  Maybe unrelated to this mod, but woven items it adds have wood items as available materials to make them.
Cave Biome: The Crystal Lamp (nifty 'cold crystal' light) needs wood to make.
Apini - Playable Bee Race: This mod is hit hard by Synthwood. Their Scenario start is Neolithic tech level, and they don't start with wood, just their own building material, Beeswax.  So they can't even build some of their starter items/objects that need wood, which includes their food production.


I do have some basic modding experience with Rimworld (and I have/use Notepad 2), are there any temp fixes I could make on my end to allow items to be made with other types of wood?
#11
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
July 09, 2017, 04:19:13 AM
So far I still have the problem.
I started a new game to be on the safe side, and the issue still exists.

So back to the drawing board. (and going through possible mods, one by one...)
At least I don't have much planned, so I will trouble shoot some more to try and figure out the cause.
Is it wrong that I sometimes like tracking down bugs as much as I do actually playing the game?  ???

Edit:
One thing I noticed while checking mod stuff in game.
The in game description for Cupro's Stone mentions to delete two folders if using something like Fluffy's Stuffed Floors or a similar mod, but the description on the forum doesn't mention that detail. Which is correct? Not needing to do anything extra as the forum description says, or to delete the two folders due to using a mod like Fluffy's Stuffed Floors?

Edit 2:
After removing a mod relating to an unrelated error in the in game error log, and a few other mods that I figured I could do without (and one that basically does something another mod already adds) I noticed the categories in the stockpile changed a little on my 'test save', and that the stuff like lead, copper and aluminum were now showing up.
Down side is after loading up my main save to check there, two of my pawns are missing, and I was getting spammed with errors...

I am now adding in mods one by one to see if I can fix the missing pawn issue. If they pop up again but the issue returns, then I guess I will have to start a new game, which is no big deal.(Prepare Carefully saved presets FTW.)

Edit 4:
Finally got stuff working again, with no pawns missing.
The odd thing is, I can't figure out what the exact problem is. A few mods got rearranged in terms of mod order, but that's about it.
I had removed a few modes, but when adding them back in one by one to see which one was the culprit, the problem hasn't come back. So I am a bit stumped, beyond it has something to do with mod order.

Here's the updated mod order.
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1557</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>EdBPrepareCarefully</li>
    <li>AlienRaces-2.1.5</li>
    <li>Apini A17</li>
    <li>Orassan (A17)</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RBSE - Lite Edition 1.7</li>
    <li>CyberneticStorm</li>
    <li>A_Dog_Said-A17</li>
    <li>OrassanADSAddon</li>
    <li>Apini A17 Apitech</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. LaserFence</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. PowerFist</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_Objects</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>PackedLunch</li>
    <li>PawnsPlayPoker [A17]</li>
    <li>PowerSwitch</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>RazzleDazzleA17</li>
    <li>ReconAndDiscovery</li>
    <li>RemoteExplosives</li>
    <li>ReplacementOrganCrafting</li>
    <li>RF - Wild Cultivation</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>DESurgeries</li>
    <li>Bones Mod</li>
    <li>Alpha Muffalo A17</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>Temperature Control</li>
    <li>TilledSoil</li>
    <li>TradingSpot</li>
    <li>Training Rack</li>
    <li>Trap Defence A17</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>Turret Collection</li>
    <li>Vegetable Garden 5.4</li>
    <li>WIN-17.04</li>
    <li>ZEN-17.11</li>
    <li>TropiCKAPP</li>
    <li>TribalEssentialsModPack</li>
    <li>Surgery Kit</li>
    <li>SupportBeams</li>
    <li>Spoons Hair Mod -A17</li>
    <li>Soylent Production</li>
    <li>sns</li>
    <li>Smoked-Meat-2.0</li>
    <li>Single Royal A17</li>
    <li>SimpleSidearms-1.2.0</li>
    <li>RW-ExtendedTraits-master</li>
    <li>RumoursAndDeceptionA17</li>
    <li>RT's Weapon Pack</li>
    <li>RoofSupport A17</li>
    <li>Romance Diversified A17</li>
    <li>Rimworld-ButcherMoodFix-1.0</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimfire 2.3</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>Rim Disorders A17</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ReclaimFabric-ReclaimFabric1.9</li>
    <li>Psychology</li>
    <li>PathAvoid</li>
    <li>Panacea-0.17.1.0</li>
    <li>OHU-Dropships-1.31</li>
    <li>NeurotrainerCrafting</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>More Vanilla Turrets</li>
    <li>ModularPowerArmor-1.0.17b.0.0</li>
    <li>Mod Medicine Patch</li>
    <li>MIRV Artillery</li>
    <li>Miniaturisation</li>
    <li>Mending</li>
    <li>Medieval Times (v. 1.70.A17b)</li>
    <li>MedicineKitCrafting</li>
    <li>MedicalTab</li>
    <li>Mannable Turrents</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Kitchen-Counter-0.17</li>
    <li>ImprovedWorkbenches</li>
    <li>Hospitality</li>
    <li>High Caliber</li>
    <li>GrillTech A17</li>
    <li>GlitterTech</li>
    <li>Glass&amp;Lights</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Furnace</li>
    <li>FishIndustry</li>
    <li>Fireplace Mod V1.9b A17</li>
    <li>ExtendedFabrics-ExtendedFabrics1.5</li>
    <li>Extended Turrets Mod</li>
    <li>Enlighten</li>
    <li>Electric Wall Torch Mod V1.0</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-OmniGel</li>
    <li>ED-ShieldsBasic</li>
    <li>DyeVat</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Dubs Skylight</li>
    <li>Diesel_Generator</li>
    <li>Cyclone_Wire</li>
    <li>CTS</li>
    <li>CPD-17.30p</li>
    <li>ColonyManager</li>
    <li>Clutter Structure</li>
    <li>Clutter Furniture</li>
    <li>CleaningArea</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Blueprints</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>BetterPawnControl</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>Barn Stall A17</li>
    <li>Armor Crafting</li>
    <li>Animal Feed Trough A17</li>
    <li>Ancient Asian Weapons</li>
    <li>AllowTool</li>
    <li>AJO-17.11</li>
    <li>Agriculture</li>
    <li>20th Century Weapons Mod</li>
    <li>TechAdvancing</li>
    <li>Weapon Crafting</li>
    <li>BirdsAndBees</li>
    <li>Wall_Torch A17</li>
    <li>Industrialisation</li>
    <li>EXP-17.19</li>
    <li>CAL-17.08</li>
    <li>POW-17.29</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>ResearchPal</li>
    <li>ArchitectSense</li>
    <li>Stuffified-Construction</li>
    <li>Industrial-Drill-Rig-Stuffified-Alloys-Edition</li>
    <li>StuffedFloors</li>
    <li>STN-17.23</li>
    <li>QRY-17.38</li>
    <li>StackMerger</li>
    <li>CyberneticStorm&amp;EPOECompat</li>
    <li>Clutter Hands</li>
    <li>Clutter Laser Rifle</li>
    <li>BionicReplacementsCrafting</li>
  </activeMods>
</ModsConfigData>


So I guess for now it can be chalked up to just the wrong mod in the wrong place in the mod order. Probably the ones now toward the end of the mod list. I suspect it is due to one of those last few mods having previously been before one of the storage mods, mainly Extended Storage which is now 'before' all of the mods now at the end of the list. Still doing a little testing. Trying to purposely break it now to find the possible cause. (now if only it didn't take 10 minutes to 'restart' the game after each time I change the mod load order...)

Edit 5:
Well, it seems the issue is indeed fixed. I played a while with no issues, beyond the fact I ran out of stockpile space for all the copper, aluminum and lead that was laying about...  ::)
So off to sort out another bug from another mod (which is luckily the only mod that apparently has anything to do with the other bug I found last night...)
#12
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
July 09, 2017, 01:53:52 AM
Quote from: cuproPanda on July 09, 2017, 01:16:22 AM
How can you possibly play with that many mods? You must have a great computer! Try updating Stuffied Construction - the author has patches for some of my mods, including alloys, and one of the more recent updates states "Fixed wrong thing categories being used.". Hopefully that will work. I haven't had any issues, and I use a lot of the same mods you do (only 53 in total though :P)

Great computer? Not really. It takes almost 10 minutes for the game to actually boot up as it chews on all those def files.... >_<


I see one update for Stuffified Construction is for compatibility for one of the other mods I use, so hopefully that will help.
If all else fails, I will start a new game. I only got about a month in game, so I wouldn't loose to much progress. I partly suspect the issue might be something imbedded in the save itself, and not easily fixed after it has occurred.

When updating Stuffified Construction, I did find one thing that might have been the cause.
I got the Industrial Drill Rig from the same mod author as Stuffified Construction, but I had the stuffified version, not the stuffified alloys version that supports the alloys mod. So I got the proper one downloaded for that.
So it may be a PEBCAK or ID-10-T error causing the stockpile issue... (a.k.a., me needing to double face palm then head desk)
#13
Outdated / Re: [A17] cuproPanda's Mods (08 Jul 17)
July 08, 2017, 08:45:16 PM
After taking a long break from Rimworld (last played A13), I dove back in with a bunch of old favorite mods, and a few new mods, such as the ones from this thread.

However, I have run into an odd issue.

None of the metals/alloys from Expanded Power and Cupro's Alloys are haulable, they are simply not listed in the stockpile at all.
Which means trying to manually haul them has the tooltip saying there is noplace to take it to.
Items from your other mods, like glowstone and charcoal from Powerless, do show up just fine in stockpile lists, and get hauled just fine.
The end result, I got a bit of copper, aluminum and lead that just gets dropped where it is mined. The pawns ignore it unless it is needed for crafting or constructing stuff.

I have tried changing mod load order, deleting all stockpile/deconstructing all storage items after changing mod load orders and replacing them, etc, to no affect. The only real result is breaking my save in general when trying to remove possible conflicting mods.

While I am no modding expert, I do know a little about modding in Rimworld (at least as far as editing def files to a limited extent), and poked through the files, and I noticed one thing that stuck out.
Unlike the items from Powerless that can be hauled, those from Expanded Power and Cupro's Alloys lack lines for things like stackLimit and Tradeability.
A lesser issue (probably not related), is that copper has a beauty value listed for the stack itself (even silver has a default -4, so it seems a little odd that copper should be any different)

In the stockpile, under the 'metal alloy' tab, only Plasteel and Steel are shown.
Metals from other mods (like Industrialization) are showing up in the stockpile under raw resources. (the only 'copper' listed in the stockpile is from Industrialization)

For one 'test', I made a stockpile right under some of the copper that was just laying there, and manually set the stockpile for everything. All green checks. My pawns didn't bother moving any of the copper at all, and quickly moved items to the stockpile, putting them 'on' the stacks of copper. They seem to usually remove 'unaccepted' items from stockpiles not set to accept them.
I tracked down a rubbertree, and harvested it, and I could manually haul the rubber to the test stockpile. (raw rubber does have 'stackLimit' in its def, unlike the metals)

Aside from the stackLimit thing, I am personally guessing there is some sort of mod conflict or mod order issue going on, but after several hours of troubleshooting, and searching for different things on the forums and via google, I am coming up empty. The closest thing I can find is power conduits don't need copper or steel to make, they need an item called 'wire', (which is crafted from steel and plasteel for a stack of 25 wire). I can't track down which mod uses 'wire', though. I got a lot of mods, and spent a good several hours trying to track down possible causes for this issue.

Here is the 'all you can eat buffet' list of mods I have... (I have already trimmed a few mods out...)

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1557</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>EdBPrepareCarefully</li>
    <li>AlienRaces-2.1.5</li>
    <li>Apini A17</li>
    <li>Orassan (A17)</li>
    <li>CyberneticStorm</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RBSE - Lite Edition 1.7</li>
    <li>A_Dog_Said-A17</li>
    <li>OrassanADSAddon</li>
    <li>Apini A17 Apitech</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. LaserFence</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. PowerFist</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_Objects</li>
    <li>PackedLunch</li>
    <li>PawnsPlayPoker [A17]</li>
    <li>POW-17.29</li>
    <li>PowerSwitch</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>QRY-17.38</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>RazzleDazzleA17</li>
    <li>ReconAndDiscovery</li>
    <li>RemoteExplosives</li>
    <li>ReplacementOrganCrafting</li>
    <li>RF - Wild Cultivation</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>DESurgeries</li>
    <li>Bones Mod</li>
    <li>BionicReplacementsCrafting</li>
    <li>Alpha Muffalo A17</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>T-ExpandedCloth</li>
    <li>T-ExpandedCrops</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>Temperature Control</li>
    <li>TilledSoil</li>
    <li>TradingSpot</li>
    <li>Training Rack</li>
    <li>Trap Defence A17</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>Turret Collection</li>
    <li>Vegetable Garden 5.4</li>
    <li>WIN-17.04</li>
    <li>ZEN-17.11</li>
    <li>TropiCKAPP</li>
    <li>TribalEssentialsModPack</li>
    <li>Surgery Kit</li>
    <li>SupportBeams</li>
    <li>STN-17.23</li>
    <li>Spoons Hair Mod -A17</li>
    <li>Soylent Production</li>
    <li>sns</li>
    <li>Smoked-Meat-2.0</li>
    <li>Single Royal A17</li>
    <li>SimpleSidearms-1.2.0</li>
    <li>RW-ExtendedTraits-master</li>
    <li>RumoursAndDeceptionA17</li>
    <li>RT's Weapon Pack</li>
    <li>RoofSupport A17</li>
    <li>Romance Diversified A17</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Rimworld-ButcherMoodFix-1.0</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimfire 2.3</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>Rim Disorders A17</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ReclaimFabric-ReclaimFabric1.9</li>
    <li>Psychology</li>
    <li>PathAvoid</li>
    <li>Panacea-0.17.1.0</li>
    <li>OHU-Dropships-1.31</li>
    <li>NeurotrainerCrafting</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>More Vanilla Turrets</li>
    <li>ModularPowerArmor-1.0.17b.0.0</li>
    <li>Mod Medicine Patch</li>
    <li>MIRV Artillery</li>
    <li>Miniaturisation</li>
    <li>Mending</li>
    <li>Medieval Times (v. 1.70.A17b)</li>
    <li>MedicineKitCrafting</li>
    <li>MedicalTab</li>
    <li>Mannable Turrents</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>MadSkills-A17-2.0.1</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Kitchen-Counter-0.17</li>
    <li>ImprovedWorkbenches</li>
    <li>Hospitality</li>
    <li>High Caliber</li>
    <li>GrillTech A17</li>
    <li>GlitterTech</li>
    <li>Glass&amp;Lights</li>
    <li>GaussWeapons-GaussWeapons1.7</li>
    <li>Furnace</li>
    <li>FishIndustry</li>
    <li>Fireplace Mod V1.9b A17</li>
    <li>ExtendedFabrics-ExtendedFabrics1.5</li>
    <li>Extended Turrets Mod</li>
    <li>Enlighten</li>
    <li>Electric Wall Torch Mod V1.0</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-OmniGel</li>
    <li>ED-ShieldsBasic</li>
    <li>DyeVat</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Dubs Skylight</li>
    <li>Diesel_Generator</li>
    <li>Cyclone_Wire</li>
    <li>CTS</li>
    <li>CPD-17.30p</li>
    <li>ColonyManager</li>
    <li>Clutter Structure</li>
    <li>Clutter Laser Rifle</li>
    <li>Clutter Hands</li>
    <li>Clutter Furniture</li>
    <li>CleaningArea</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Blueprints</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>BetterPawnControl</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>Barn Stall A17</li>
    <li>Armor Crafting</li>
    <li>Animal Feed Trough A17</li>
    <li>Ancient Asian Weapons</li>
    <li>AllowTool</li>
    <li>AJO-17.11</li>
    <li>Agriculture</li>
    <li>20th Century Weapons Mod</li>
    <li>TechAdvancing</li>
    <li>Weapon Crafting</li>
    <li>BirdsAndBees</li>
    <li>CyberneticStorm&amp;EPOECompat</li>
    <li>Wall_Torch A17</li>
    <li>Industrialisation</li>
    <li>EXP-17.19</li>
    <li>CAL-17.08</li>
    <li>Industrial-Drill-Rig-Stuffified-Edition</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>ResearchPal</li>
    <li>ArchitectSense</li>
    <li>StuffedFloors</li>
    <li>Stuffified-Construction</li>
    <li>StackMerger</li>
  </activeMods>
</ModsConfigData>
#14
I saw this mod is supposed to work with Alpha 12 according to the thread title, so I gave it a try since I am getting back into Rimworld again.

However, after about having a small colony about starve in Alpha 12 (winter cold snap vs. not so robust hydroponic room heaters), with a mound of 300 or so Artificial Meat, I would say there is an issue with Artificial Meat as a food source.
Maybe it's because I got it from a Cargo Pod event, but Artificial Meat I got from it lacks a Nutrition value when I check its Info.
Which in turn means colonists refuse to use it to cook with or otherwise won't use the NPD if that is all it is stocked with, since Alpha 12 meal recipes seem to now depend on ingredient nutrient value, not a flat item count.

Is this some sort of bug due to how I got the Artificial Meat, or does the stuff lack a Nutrition Value in general?
Of note, the colony in question has not completed research to get the Matter Converter stuff, so I don't know if that is a factor or not.
#15
It's been a little while since I have played Rimworld, but I have a few stray ideas for troubleshooting since I have used RedistHeat before.

How many input vents do you have in the heater room?
Are they the powered fan type? Regular vents likely won't have enough capacity. (I would go with 4-6 powered fans/vents myself in the heater room)
Are any of the vents blocked/obstructed by something that prevents it from affecting the interior space they are facing into?
Are the output vents open/working when you click on them? What temp are they set to maintain?
Have you double checked to make sure you haven't accidentally built the wrong type of vent in one or more rooms?
Are any of the rooms with output vents marked as being anything other than 'inside' by any chance?