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Messages - simon-82

#1
oooh!
alpha clothes. For thirteen.   
nice stitching mommy  :)
#2
Outdated / Re: [A12d][ModPack] The ModVarietyPack
April 06, 2016, 05:45:25 PM
Hi guys :)

Didn't have much time to work on the pack. That's why there was a lack of updates.
I just watched the A13 release video and the changes look awesome :)

Unfortunately that means most of the mods in the pack will either need updating or have to be changed or rebalanced. Some mods can also be removed because they are in the core game now. Like the trader caravans.

So here is how it goes. To update the pack I need to firstly have a chance to play the vanilla game and look at the modlist to see what I want to keep. Then I will look at the parts I did for the modpack and see what I can update / change myself. The research tree obviously needs to be redone and the ressource system needs to be adjusted for the new vanilla "component" ressource. This means tons of recipes need rebalancing for example. Next, I need to update the core mods I want to have. The pack was always built around CombatRealism, which received a major update recently (with another on the way).

At a first glance, this is what I want to do. Much more will surely pop up while do this. But the biggest problem right now is that I don't have the time to do all this because RL is pretty busy.
I just wanted to post this and inform you all what's going to happen and that I really really want to update as soon as possible.
But again, I just don't have the time right now to do it :(
I'll keep you updated how the progress goes though.
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 25, 2016, 05:37:49 AM
Quote from: roy2x on February 24, 2016, 11:10:12 PM
---
Edit2: Okay so can anyone else confirm if cotton plant disappears from the plant list? I researched starting with Crafting 1 >Textiles 1 >Agriculture 1 >Medicine 1 >Agriculture 2 >Cooking 1 and it was fine until at that point where cotton bush is no longer available for growing after I finished Cooking 1.
What might have happened is that the context menu started to cut off some plants because it can't handle so many.
Try switching to the scrollable list view in EbB Interface. That should always show all plants, without the risk of cutting anything from the list.
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 24, 2016, 02:12:46 AM
Quote from: potter3390 on February 23, 2016, 05:30:41 PM
just to know, you aren't going to add man controlled turrent by chance? or the keybinding?
Not planned right now. But I'll take a look ;)


Quote from: Aracan on February 23, 2016, 08:15:14 PM
Hey Guys ,
I have bought Rimworld only a few days ago. Now i saw this awsome modpack and wanted to try it.
But it says the mods are incompatible with each other and stopped loading.
I have the latest version installed   0.12.914   
Can someone please help me ?
--snip--
Follow the installation instructions on the website. Read them again and make sure you followed everything correctly. I am fairly sure it will work then. If the setup script does not work, make sure to follow that part of the instructions. If you still have problems, post your output_log file. Are you on windows, mac or linux?
#5
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 23, 2016, 03:21:12 PM
Quote from: potter3390 on February 23, 2016, 02:11:31 PM
I understand what you say, but since this mods are mostly include, i wanted to add micelaius for the keybinding option and turrets colection for the no automatics turrent, maybe i can use them whitout breaking this mod pack.
You can try adding whatever mods you like. You just have to fix the bugs you introduce yourself. I can't support you with that.

Quote from: Kitsune on February 23, 2016, 03:35:49 AM
And for the end, its "new-picu-time"! :3 And as always, at least 1 nudist. ^~^
You always post nice pictures, thanks!
And now that you have your wall completed, I'll replace your picture on the first page with your new *shiny* colony :)

Quote from: WinterFlare on February 22, 2016, 01:08:12 PM
I wonder if it'd be possible to make it so stone blocks could be turned to sand, I've often deconstructed clubs and such by norbals (I really should start burning them) that have given me stone I don't use.
Shouldn't be a problem. Would need recipes on the stonecutters table and the powered crafting table. I'll think about it, thanks for the suggestion :)

Quote from: Xiupan on February 22, 2016, 09:29:59 PM
Just wanted to say that I really love your modpack and the new bots you put in! It has definitely satisfied my need for droids ever since MD2-Droids stopped being worked on! Thanks! :D
Thanks :)
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 22, 2016, 07:09:37 AM
Quote from: Kitsune on February 22, 2016, 05:18:30 AM
I test some mmo's and shiny-duck-simon releases a bunch of new versions, how dare you! xD *grabs the new version and locks her door that no one can interupt her playing and mutters to herselfe* ... happy playing~~~...
I am so sorry Kitsune, please don't be angry, ok? :(
Next time I ask you before I do something! I PROMISE! :)

QuoteEdit: Dont know if its already known but the description in the sand-crafting is wrong. :D It say's 20 sand for 1 chunk. But its only the description actually you get 30 sand. ^~^
I changed it in the last version, so you don't have to mine an entire mountain just for sand :D
But I forgot to change the description! Silly me :/ Thanks for reporting it! Will fix :D
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 21, 2016, 02:01:31 PM
Quote from: Curgon on February 21, 2016, 01:50:17 PM
I still cant figure out how to make aluminum
To quote wikipedia:
"Bauxite, an aluminium ore, is the world's main source of aluminium. It consists mostly of the minerals gibbsite Al(OH)3, boehmite γ-AlO(OH) and diaspore α-AlO(OH), mixed with the two iron oxides goethite and haematite, the clay mineral kaolinite and small amounts of anatase TiO2. In 1821 the French geologist Pierre Berthier discovered bauxite near the village of Les Baux in Provence, southern France. In 1861, French chemist Henri Sainte-Claire Deville named the mineral "bauxite"." :P


Version 1.26 released

Changelog on the website
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 21, 2016, 11:45:51 AM
Quote from: Cherna on February 21, 2016, 10:41:29 AM
Looks like I found a bug. Infused items didn't affect on my norbal colonists, tested on version 1.24.
The Infusion mod is coded to work only on humans. And as Norbals are technically not treated as humans by the game, infusions don't work on them.
#9
Best Ikea furniture available on this RimWorld.

Great release mrofa!  :)
#10
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 16, 2016, 07:52:05 AM
Quote from: Cherna on February 16, 2016, 06:52:40 AM
Good job, thanks! Can we play with old saves after update?
Unfortunately not, too much has changed. I suggest you finish up your colony on the oold version and start fresh with the new one.

Quote from: Astasia on February 16, 2016, 07:04:04 AM
I feel like you are thinking of MAIs as a utility, something you build to do a job but don't really care about. To me they are full colonists, expensive to build, but with some advantages over other colonists. I don't think the utility bots are even remotely similar, and while the new ones are really cool, I don't understand at all why you'd want to remove MAIs.
It was a hard decision to make, don't get me wrong. And while I do like the MAIs, there were some issues with them that I found during my playthroughs. For one, the nanite repair thing was causing job errors when colonists tried filling it.
I also had somebody report an issue on github to me about unlocking skills for MAIs. It would sometimes unlock an ability, sometimes not, sometimes all of them at once.
The next thing was a problem with the MAIs using colonists beds instead of their own recharge station.
While it is not a great problem in itself, it illustrates the main problem I have with the MAIs - the MAIs are basically treated as humans by the game (with a different texture and no needs). So for example a colonist went to sleep in a MAI recharge station (because it is technically a bed), the MAIs show up in the colonist bar or they show up in recipes related to human corpses (like biomatter from MAIs).
Most of this is minor stuff that I could have (or had already) fixed, true. Again, it was not an easy decision to make and maybe I will add them back.
Ultimately, I was looking at what the MAIs would do for my colony and what the utility bots could do, if there were more types of them. They are bots. They should serve and take the workload off my colonist to let them do useful stuff. The ones in the pack now are what I found most important. They do the dumb labour (hauling, cleaning, cooking, mining, ...) and let my skilled colonists do work that needs skill (research, construct, ...). 
#11
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 15, 2016, 04:49:04 PM
Quote from: Kardek on February 13, 2016, 11:57:37 PM
Hi, just wanted to reach out and see if any there was any luck with progress on shield compatibility and combat realism (CR).
I've nearly overcome my apathy to take CR out to put some of the great shield mods in till its resolved but I'm hoping I dont have to :)
EDIT - Just wanted to say thank you for this amazing pack. Lot of great mods and really appreciate the effort bringing it altogether in a great experience!
Well, I talked to Skully about his shields. He was very kind and made a patch for CR. With the modified .dll file the shield theoretically blocks the CR bullets.
While testing the new shields, we uncovered the real problem.
The main problem is that these bullets travel much (much!) faster than the vanilla bullets. Simply put, the game can't calculate things fast enough to make the shield absorb all the bullets. This results in some bullets passing through the shield, some not.
Good news is that noimageavailable is working on a new release of CR which will have reduced bullet-speeds.
If all the bullets are slowed down, the shields will be able to register every hit and be usable again.

Quote from: sojerboy08 on February 13, 2016, 08:21:18 PM
When I try to add the mending mod or high-caliber mod to this, the research tab is blank, and I can't research anything. Please fix, thank you
I can't support you, if you add other mods to the pack yourself.
If you want to add / remove mods, you have to fix the resulting bugs yourself, sorry.

Quote from: Daketh on February 09, 2016, 10:59:55 AM
Has anyone run into a bug where a wounded and subsequently treated character refuses to work and their current action changes to "Standing"?
I've only had it happen in this mod pack, so I'm curious if it's a known bug.
Didn't have this bug for a long time. I thought it was fixed. Can you upload a logfile (and maybe savegame) with the error?



New release v.1.25 is ready

Also, the modpack has a website / blog now :)
Visit http://simon-82.github.io/ModVarietyPack
and find everything related to the modpack! (plus some (more or less interesting) blog posts by me :P)

I also posted the changelog there in this blog post

Also updated the first post of this thread with all the links to the website.
Everything from the old wiki is there now, downloads, installation instructions, everything in one place :)
#12
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 14, 2016, 04:12:42 PM
Quote from: Plasmatic on January 14, 2016, 02:34:55 PM
Love the overall way the mod plays, but theres something I dearly miss from other mod packs..

Shields.. and I don't mean personal shields, I mean buildings you build to keep your turrets from being kaboom when they one last guy can outrange them with a rocket launcher..

I've tried two shield mods I found on the forum, but neither seem to work..
https://ludeon.com/forums/index.php?topic=14192.0
and
https://ludeon.com/forums/index.php?topic=14135.msg186819#msg186819

Vas's (ED-shields) can be built, but the info text on the building is messed up pretty bad,  (http://imgur.com/7DiJUXs) it won't show me the power usage, shield hp or anything.
And the one from Skullywags builds fine, but doesn't actually block anything... Bullets pass right through to my turrets, maybe I'm missing something..

Any help would be appreciated, I realize you are not the author of these mods, but I figure it could be something to look into, an optional extra if you will..
Had ED-shields in the pack. They need to be compatible with CR. Jaxxa made a compatibility patch for CR. This patch causes save game corruption. (You can build them, but if you save and reload, your game will semi-crash). So I removed them from the pack.
Tried skully's shields already. They don't block CR bullets. He is working on a patch for CR.
And that is, why I don't have shields in the pack.

Quote from: cst89 on January 14, 2016, 03:01:13 PM
Quote from: SURU on January 14, 2016, 06:42:46 AM

First of all you did it wrong and not according to the instructions. Do that: go to the game folder, delete all items in Mods folder EXCEPT Core, run game from the old shortcut, then exit. Now copy new Mods folder and SaveData(Yes to all) folder and SETUP file to the game folder(NO on desktop!), Run setup -> It will create shortcut with properties like -savedatafolder SaveData(you can check it with rmb), then start game using NEW shortcut, exit, run again and check. Mods should be activated at last after last run.
Don't expect miracles from this SETUP, it's just simple Windows commands, which don't distinguish if you copy it on desktop or to the game folder.
If it won't help make screenshots what you doing step by step and next i will give you mine.
Well, I believe that's what I did before. I used a vanilla installation (screen 1), without any other mods except Core included. The content of the MVP pack was unzipped with 7zip and its contents then copied (screen 2) right into the game folder, not on the desktop (screen 3). Setup created a shortcut right in the game folder (screen 4). When launched, it created the "RimWorld ModVarietyPack" shortcut. I launched the game with the MVP shortcut, changed a couple of settings, the mods were already active, then exited the game. Launched again with the MVP shortcut - everything is OK until now.

After that, I moved/made a shortcut of the "RimWorld ModVarietyPack" shortcut on my desktop (screen 5), and launched the game. It seems that launching the game with replaced "RimWorld ModVarietyPack" shortcut from the gamefolder to the desktop "disconnects" from previously generated SaveData folder (located in the gamefolder) and generates a new SaveData folder in its new location, i.e. desktop (screen 6). All the settings were reverted to defaults (screen 7). This did not occur in previous versions, I played with a shortcut on my desktop without the SaveData folder being recreated on the desktop. Thanks!
You created a shortcut to a shortcut (your screen 5 - D'oh!). It doesn't work that way on windows.
Also, the script deletes itself after you launched it. Move (!) the shortcut created by script to the desktop and launch that. That works.
See this guy and his issue on github. He did the same thing as you. Read that:
https://github.com/simon-82/ModVarietyPack/issues/89
#13
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 09, 2016, 12:58:23 PM
v.1.24 is up for grabs here

Not sure what is causing the random thing with the research window yet.
And the error TLHeart reported on the last page is also still being looked at.
I still wanted to push this update out to you because I found out the tiny thing with the 2 vanilla hats being not in the right category can lead other, more serious errors. 

Changelog:
- Fixed: Vanilla hats category is displayed properly under headgear
- Added: AllowTool (Easily unforbid items)
#14
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 06, 2016, 02:18:56 PM
Quote from: Kitsune on January 06, 2016, 01:56:27 PM
@Tivec: Had the same problem and fixed it the same way. xD Very very strange.~

So but i have another problem, in the outfit menu i cant find the cowboy hat and a few others. By the way above hats, i really really love the new seperation for the hats and the other clothing. ^~^
Hm, yea this can happen when the mods get changed (or loadad the 1st time). That's why I recommended to restart the game after loading the first time.

Thanks Kitsune :) Glad you are still playing with the modpack and that you like the changes.
About the hats missing, I had a quick look at the code and it seems I missed the 2 vanilla hats while doing the switcheroo of the tables, I think.
Can you confirm that only the 2 vanilla hats (cowboy + tuque) are missing?
It looks like that to me. The others are all there I believe. (so many hats...(yay! :)))

Oh by the way, have you seen the new heads? The males can have beards now.
But I had a hard time getting good ideas for the female heads :(
So now I have one female head with freckles and 2 with (badass) scars.
You surely have some good ideas for new female heads, right? Let me know! :) 
#15
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 04, 2016, 12:39:41 PM
Quote from: TLHeart on January 04, 2016, 12:24:47 PM
do a manual installation then, just like you have to do with hardcore sk.......
(...snip)
Thanks for explaining TLHeart :)
Creating this shortcut you explained is done by the script. Nothing more, nothing less.
I had exactly that explanation on the wiki before.

In the beginning it was "Where do I put the modconfig file? appdata? What? The modpack is not working!"

So I thought, well, just put the modconfig in a folder where the game is.
Simply do a shortcut to that.
That's easier, right? ... But nope.

Then it was like "How do I create a shortcut on Windows? It's too complicated! The modpack is not working!"
So I thought, well, I just make a script for this then.
That's easier, right? ... But nope.

Then it was like "The script is not working! The modpack is not working!"
So I'm not sure what else I can do...

EDIT: DERP!
Hotfix 1.23b released here
- hotfix tailor's bench