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Messages - Undecided

#1
Outdated / Re: [A13] Mod MEGA PACK
June 03, 2016, 01:55:23 PM
Quote from: crusader2010 on June 03, 2016, 07:58:08 AM
I believe that's a known bug with Hospitality I think...or some other mods that relate to factions. Their chief gets angered if the pawns don't exit the map in time (which can happen for 1000 reasons, especially on large maps). I don't think it's something fixable, but check the threads of those mods.

Oh, you meant actual equipment. Nah. There are a few unique items (skydrill, drill head, coolant), but those are all related to operating the deep mine. There's no weapons, turrets, or other unique items. Only unique buildings are the Nuclear Power Plant, Deep Mine, and an improved smelter (four times the energy consumption, two times the slag processing speed). So I don't really see any necessity for any sort of compatibility patches or tweaks, unless maybe you want to make the new materials compatible with whatever the Reinforced Materials mod is.
#2
Outdated / Re: [A13] Mod MEGA PACK
June 02, 2016, 08:56:08 PM
Quote from: crusader2010 on June 02, 2016, 04:00:33 PM

What I don't know and cannot find on the mod's page is what items you can make from the new minerals. There seems to be a CR patch to it(for some armor), but I'm not sure that the weapons (if any) actually work with CR.

The materials are just for "stuff"-ing constructions with different stats.
Copper worse than steel in most stats, but has higher beauty, so is good for crafting decorative stuff. Think of it as a cheaper knock-off of gold that you can actually find enough of to make constructions out of. Aluminium is similar, but less beauty bonus and instead a slight speed bonus (but weaker damage) for melee weapons. High-grade steel is... well, should be pretty obvious. Steel but better, though is inferior to Reinforced Steel. Concrete is just an artificial stone material that's stronger than basic stone (though again, inferior to the Reinforced Stone Blocks currently in the modpack).

All furniture that can be made out of metal can be made out of the aforementioned metals. Likewise for melee weapons. But none of it is really overpowered enough to warrant concerns about balance, particularly compared to Vandinium(sp?), Reinforced Plasteel, or other stuff already in the mod.
#3
Outdated / Re: [A13] Mod MEGA PACK
June 02, 2016, 03:14:34 PM
Quote from: crusader2010 link=topic=19800.msg226085#msg226085
Do you mean Industrialization? Haven't tested if it's fully compatible. If it introduces new items (like weapons and apparel) then it most likely won't be compatible with CR. Add it if you want and see what happens; I won't add it to the pack because it makes getting ores too easy after a while (at least in my opinion), and we have omnigel for that, which is quite balanced.

I play with Industrialization regularly with this modpack, and it seems fully compatible. It largely only adds three major features:
- Nuclear power plants, generators that consume uranium to make power
- Deep mines, to mine raw materials
- New materials (copper, aluminium, concrete, refined steel, etc)

While the deep mine feature does *seem* overpowered, it actually better balanced than omnigel is; the deep mine requires a steady supply of off-world resources (coolant for the drill, IIRC, cannot be made on planet but only bought from passing ships).

This is as opposed to omnigel which, as a plant, can work on a fully closed-loop cycle where you require no outside resources to produce more. And omnigel can even produce advanced things like medicine or cannon shells. So unlike deep mines, omnigel production makes you totally independent from the outside world.
#4
Outdated / Re: [A13] Mod MEGA PACK
June 01, 2016, 01:44:43 PM
QuoteI know :) might not be compatible with CR (same as AutoEquip)

What's the issue you're having with AutoEquip? I haven't noticed any major issues with it in my game.

And could you clarify what the changes to CR are? So we won't just end up repeating regular CR bug reports, but rather just those that you tried to tweak/fix and want feedback on.

#5
Outdated / Re: [A13] Mod MEGA PACK
May 31, 2016, 04:18:31 PM
Quote from: crusader2010 on May 31, 2016, 01:13:39 PM
Is there anyone else willing to help me test a modified .dll for LT_NoCleaningPlease?
I've been talking with magik20 and tested one of his saved games in which colonists got stuck while cleaning. After replacing the mod's dll with this one, they started cleaning properly again.

The link is: HERE

All you have to do is this:

1. Open Rimworld and a saved game in which you have the cleaning bug. Confirm that the bug is still in effect!
2. Quit Rimworld.
3. Go to the folder "\Mods\LT_NoCleaningPlease-0.13.0.1\Assemblies", and move the .dll from there to a safe location. This is the original "NoCleaningPlease.dll" library of the mod, so keep it safe.
4. Copy my .dll in the same folder (make sure it's the only .dll file in there).
5. Open up Rimworld and the saved game, make sure you have cleaning areas properly set up, draft and undraft your colonists while the game is not paused.
6. Order one colonist (that is able) to clean something from within the cleaning area and see if he still gets stuck.
7. If you still have the bug, delete my .dll and put back the original - and reply here :)

Let me know how it goes please!

Is there actually a need for the no-clean mod? I mean, now that you can manually create as many restriction areas as you want, the only difference between the "home" area and all the others is that pawns auto-clean the home area. So in vanilla rimworld, the "designate home area" does the exact same thing as "designate cleaning area" for this mod.

Just use custom areas to designate restrictions for pawn movement, and use your home area to dictate where they're allowed to clean.
#6
Outdated / Re: [A13] Mod MEGA PACK
May 31, 2016, 11:47:15 AM
Quote from: Exabit on May 31, 2016, 09:25:09 AM
BTW, the military grade turret spams the error "TraverseParms for null pawn". It may have tanked my performance on my last colony as the only speed I could play on with over 20 FPS was 1. Though, I did have 4-5 of them. More of a nuisance than anything if that isn't the case, as it triggers the auto-open.

AFAIK all auto-targeting turrets (e.g., those that don't require pawns manning it to operate) cause that error every single tick. An easy work around is to make all your automatic turrets tied into a power grid with a power switch, so you can swiftly turn them off (and disable the errors/slowdown) when combat ends.

Unrelated question, but Crusader, since you seem knowledgeable about CR: What's the most effective way to train shooting in this modpack? Do semi-auto sniper weapons train more power shot, or are rapid fire weapons the best method of training? And is it only some of the turrets that don't increase shooting skill, or are they all useless for training?

Also, you sure about the furniture bonuses apply to guest beds? There's no line drawn from the furniture during placement to indicate it's receiving a bonus (as it does for normal beds), and inspecting them in detail doesn't show any increase in rest effectiveness. Maybe you're confusing the rest effectiveness bonus from higher quality bed construction with the furniture?
#7
Outdated / Re: [A13] Mod MEGA PACK
May 30, 2016, 12:54:17 PM
Hey crusader, this is just a suggestion, but have you considered maybe making full-face helmets invisible? It's just a suggestion, and if you don't think it's a good idea, I understand.

But my reasoning is once you get to the point colonists start using power armor, my pawns all look like rainbow power rangers... I couldn't tell the gender, let alone who they are, if not for their nametags. And it's not like we can re-paint power armor to colour coordinate them for identification.

If you're (or anyone else reading this) are interested in it, just delete the following line from \Mods\CombatRealism\Defs\ThingDefs\Apparel_Hats.xml:

<worngraphicPath>Things/Pawn/Humanlike/Apparel/PowerArmorHelmet/PowerArmorHelmet</worngraphicPath>
#8
Outdated / Re: [A13] Mod MEGA PACK
May 29, 2016, 08:40:50 PM
Minor compatibility bugs(?) found: Rest and comfort bonuses from furniture (end table, dresser) seem to apply to normal beds and hospital beds, but not to guest beds or hi-tech hospital beds.

Also, gun complexes seem to have infinite ammo. I thought you should know since you seem to place high priority on having all weapons CR-compatible and balanced.
#9
Outdated / Re: [A13] Mod MEGA PACK
May 29, 2016, 12:08:51 PM
Crusader, not sure if it's intentional balancing or a bug, at least some of the CR turrets seem incapable of firing through embrasures. Possibly due to height issues? I've only tested Heavy Auto-Turrets, but I think some of the others have the same issue.

Also looks like the autonomous turrets from the CombatRealism Defence mod are also having the TraverseParam bug
#10
Outdated / Re: [A13] Mod MEGA PACK
May 29, 2016, 11:59:55 AM
Quote from: Rekxar on May 29, 2016, 03:36:05 AMI believe the game considers them shorter or something so they can't reach over the 75% required height to shoot.

Yup, you were correct. Nice catch, I would have never thought to check the age for this sort of bug. Thanks.
#11
Outdated / Re: [A13] Mod MEGA PACK
May 28, 2016, 09:00:00 PM
Regarding the embrasure issue, can't get them to work even after overwriting the mods folder with the latest version. What submod specifically address the embrasure line-of-sight issue?

Edit: Copied Rimworld directory, so I could delete everything but core and make an entirely fresh install of nothing except the latest modpack. Still had the embrasure issue, oddly enough. Can anyone else verify whether embrasures work with the latest version?

Edit2: Issue seems related to range? Shooter has no line of sight unless three tiles away from an embrasure (that is, two empty tiles between the embrasure and the shooter). Anything closer and line of sight is lost. This is regardless of weapon type or target range.
#12
Outdated / Re: [A13] Mod MEGA PACK
May 28, 2016, 05:30:47 PM
Ah, I was one version behind. Good to know.

So has anyone confirmed which turrets cause the TraverseParm errors? Is it only Vanilla Turret mod's auto-turrets that cause the bug, or do other mods' turrets also have issues?
#13
Outdated / Re: [A13] Mod MEGA PACK
May 28, 2016, 02:57:49 PM
Anyone else having line-of-sight issues with embrasures? Can't force-fire (or auto-fire) through adjacent embrasures, making them functionally no different than walls. Does low-visibility weather cause issues with embrasures? Minimum weapon distance? Something else I might be missing?
#14
Outdated / Re: [A13] Mod MEGA PACK
May 27, 2016, 10:17:00 PM
Crusader, did some further testing in RimWorld. I nailed down the issue:

It's the turrets. Any class of turret, not just mortars like I previously thought. I can reliably reproduce the TraverseParms spam bug by adding certain turrets to trigger it, and deleting the turrets to stop it instantly. I suspect it's a compatibility issue between CR and other mods' turret.

It's worth noting that the turrets seem to function properly (shooting targets that come into range) despite the error spam. The exact error message is largely identical to the image I posted in my previous post.
#15
Outdated / Re: [A13] Mod MEGA PACK
May 26, 2016, 07:03:51 PM
Quote from: crusader2010 on May 26, 2016, 03:04:46 PMAbout that error, try moving the Hospitality mod just after CombatRealism:Defense. I cannot test right now, but it's what I've gathered from that mod's author. Let me know if it gets rid of the "TraverseParms" error please!

Moving the mods as suggested didn't fix the error, but after further testing I strongly suspect it has something to do with CR. As far as I can tell, it looks like CR intentionally disabled the autonomous targeting ability of artillery to make it micromanaged weapon. This change inadvertently affects all indirect-fire/artillery weapons (which are all technically just variants of mortars), meaning none of the stationary, indirect fire weapons work as intended.  Those that cannot be force-fired and are intended to target autonomously will break entirely.

That's my theory anyway, and various tests and the log in developer mode seem to support this conclusion. So you probably won't be able to add any mods containing other indirect fire weapons unless you create special CR compatibility patches.

(Also, unrelated question, but how do you swap ammo types for stationary turrets like the 90mm?)