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Messages - Tuco

#1
Outdated / Re: [A13] Mod MEGA PACK
June 05, 2016, 10:45:36 AM
I ran into the same thing last week with the Vertelli weapon.

Crusader-Not sure if you remember my post but that was the weapon I was having a problem with and just decided to drop it and make something different so you could be onto something with the Western Mod etc....
#2
I was just curious.
On really large maps the multi-threading would help but didn't mean to imply necessary.
Graphics enhancements might come in handy with new graphics mods in the future but again wasn't implying necessary.
I noticed when playing on Ludicrous size maps with a lot of pawns and 3x speed there is some jitter.
Finally, I have no idea if it's worth the programming effort but just wanted to ask out of curiosity.
Thanks for the replies and responses  :D
#3
I'm just checking to see if anyone knows if there are any plans to make a 64-bit Multithreaded version of Rimworld?
Also, if there are plans to work with Nvidia to use their SLI multi-GPU functionality?
#4
Outdated / Re: [A13] Mod MEGA PACK
May 28, 2016, 10:54:24 AM
Hi Crusader,
I've been using your mod for awhile now with a few additional mods added, small ones like Right Tool for the Right Job as an example, etc...
I'm using the latest version of your Mod Pack as well as the latest version of CCL.  Currently have a mature colony and absolutely no problems playing on a Ludicrous Map size for the last week until last night.  I had a Pawn who got stuck in the reloading forever bug and unable to Fire the weapon whether through drafting the action or as a Hunter.  Also, I'm playing on permadeath mode and last night I exited the game after having the Pawn drop the weapon and ammo and proceeded to just manufacture another weapon for the pawn.  It was getting late so I exited the game.  This Morning I went to load the colony and It took around 20 minutes to load (Normal load time was under a minute-more like 20-30 seconds).  After finally loading the Map I was missing a ton of things;  all the grass was gone, my farm plots empty but trees were still present.  Also a bunch of items like small plasma generators, granite walls, embrasures disappeared, etc... the list goes on.
It seems my data file and/or save got corrupted but I wanted to see if you've seen anything like this occur before?  I'm attaching the output file here.
I don't expect a definitive answer to my problem as it may simply be a bad save.  I have a high end Alienware system so memory, cpu, video gpu x3 is not a problem, plenty of resources and 'horepower'.
I think before I go ahead and drop my current colony and start another it might help if you have any guidelines when creating a new world using the Mega Mod Pack, Maximum Map/World size etc....  I normally just Max out everything and have had no problems playing but this is the first time I have grown a colony this large.  I will point out I only have 7 colonists plus some tamed animals but the Map was starting to gain a lot of items, carcasses included and therefore the number of items was growing large but savegame file around 10 megs.
Any suggestions would be appreciated.


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#5
Quote from: lordmatiz on May 08, 2016, 10:27:54 AM
Tuco, thanks for you hard work!
I hope, that one day you will come back to RimWorld and mod something even more awesome :)
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The Mod was developed by NoImage not me.
I was just thanking them for their work and was to see them cease developing more Mods.
#6
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).
[/b][/color]

Wow, really sorry to see you stopping Developing Mods NoImage  :'(
You really did a great job with the CR series and made the game a lot more interesting and fun.
There's a ton of folks who love and use the Mod.  They're all going to be bummed out to see you leave the Dev arena but understand if it became too much of a hassle.  Are you still going to keep playing and helping out in the Forums or moving on to greener pastures?
#7
***How do you add more Mods to Hardcore SK and ensure they work properly?
I love intricate complicated Mod Packs because they make RimWorld so much more interesting and immersive.  The Hardcore project looks exactly like something I was looking for without having to pick and choose mods one at a time(and try getting them to work together).
Having said this; How do you I load ALL the mods listed in the initial post.  I downloaded the Core Hardcore pack but it lacks the additional mods listed underneath "Core SK...".  Where are the mods listed for HardCore Project version 2.1-2.5?  Do I download and add these mods myself and copy into my mod directory and if so, where do I place them in the Mod load listing priority without breaking it?  Also, some mods require compatibility patches to be loaded as well which are not listed, for example; Combat Realism and RimFire.  What I need is some instructions on how to expand the initial Core Pack without breaking it.