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Messages - Slowtapus

#16
Quote from: Ded1 on November 19, 2014, 07:29:13 AM
yeah i plan to release a modpack of my own and am currently in the process of getting authorization to use said mods, at first its just gonna be a bulk download but from then i am going to start reworking the tech tree, combining workbenches that do the same thing, and do a little balancing if needed.


Awesome! Hope to see it. That said I am not dead.

I expected a new patch sometime this month so I was just waiting. I will also be using Minus' bionic mod now. Update will be coming Tuesday the 16th - this is to let mods get updated and to see what new mods crop up. Hope everyone enjoys their December!
#17
Quote from: Ded1 on November 16, 2014, 03:56:46 PM
...

PPS.  Is it simple to make your own modpack? or does it take a bit of modding knowhow?


It depends on if you are going to make tweaks to the mods or not. If you are just going to put them all in together with no changes to any of them then it's as easy as making a post and a .zip. Modding in general for this game is quite easy though. So even if you wanted to make tweaks it isn't hard.
#18
Quote from: Ded1 on November 15, 2014, 09:02:41 AM
you may want to remove more bionic parts and add instead Extended Surgery and Bionics.  It has everything that more bionic parts has and much more.  The author of more bionic parts even recommends using extended.

I will try it again soon. However last time I tried it did NOT have everything more bionics had. To be precise it was missing the brain upgrade parts. As well it had overlap on bionic making benches. These may have changed though so I will take a look at it.
#19
Quote from: kokuto on November 06, 2014, 01:47:01 AM
The flower pixel issue seems to fix itself once you actually disable all mods and then enable them again in proper sequence, the same seems to go for the trader tents.

Its not totally stable but it seems to work that way for me.

I was thinking of adding the extended surgery and bionics mod to test if it works with the selection for this pack, since additional options for bionics would be welcome. Manufacturing your own is way easier than waiting for the traders since the upper tier weapons you get tends to blow limbs off raiders and you need good prosthetics / bionic limbs to make them viable again once recruited.

You can already create your own prosthetics. Research the right thing and then make a prosthetic work bench. The version of MBP I have in this pack has the brain chips still but it lacks the tank treads of extended. So you can give them boosts to things like consciousness that you couldn't with extended.

Edit: I was waiting to see if Mining & Co. would fix the graphical incompatibilities but am updating now. Future updates are going to be slower as modding progress seems to have slowed down.
#20
Quote from: kokuto on November 03, 2014, 10:37:40 PM
...Edit: I got the hotfixed version of Mining&Co which did fix that issue. The new bug appears to be a visual bug...
Do you happen to have any clue about the possible source? It did not happen before.

I know that I don't have those bugs with 3.1 of deep driller. Since it's confirmed that it's deep driller I will look at what the problem is and fix it as soon as possible. The graphical issue is probably introduced by the updated mining and co. Do you all like it's inclusion enough to put up with the bugs here and there?

Edit: I am near 100% sure this is an issue introduced in the changed assembly for mining&co. Deepdriller (not common) 3.2. I'm trying to figure out what it is so I can get the info to the author and fix it.

This is, by the way, an issue with Misc.'s traders but not the apothecarius flowers. Those are meant to look like little pixely flowers that are green and (color of flower). They dont look like normal flowers until grown.

I have found the issue More complex than I had thought. Still looking in to it.
#21
Quote from: kokuto on November 03, 2014, 02:04:22 PM
For some unknown reason, during the midst of testing this mod pack out for myself. The mining workbench and electronic workbenches seem to bug out. They are only able to produce the bill for one item each and this retroactively affected my other save games.

I'll try to reproduce. What was going on when this happened?

Edit: If you are using EdB's UI mod I would figure that would be the culprit.
#22
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
November 02, 2014, 11:27:16 AM
Quote from: doujinftw on October 31, 2014, 02:48:37 AM
Um how come the blast door only have 150 health while titanium auto door is 525 health is this a bug?


You have an old version of Glittertech. Blast doors are 1,500 health if you update to 0.65.

Also until the author updates there's a somewhat balanced version of the mod in my modpack you can grab. The author is welcome to use it all he wants too.
#23
Quote from: Calico on October 29, 2014, 08:03:35 PM
...


Thanks for the feedback! I'll be releasing the next iteration today with more glittertech balancing. I may well at some point end up adding another tier to it as that had been my thought initially as well.

I had tweaked and reduced the fire rate considerably on APB's especially the pistol and projector. But you're right. I think it needs further tuning down.
#24
Quote from: BinaryBlackhole on October 29, 2014, 03:54:19 AM
extended sugey now contains more bionic parts pleases use this we need robot legs.

There are already bionic legs. I'm not a fan of tank tread legs though. Personal preference. It's just a bit too silly for me. As well extended surgery gets rid of the brain implant modules such as the adrenal regulator that I actually quite like.

So for me adrenal regulator etc. > tank tread legs. Also I don't know if it covers it but being able to have pants on while having tank tread legs would also be quite silly.

I had thought about this though so fair point and I have nothing against the mod I just don't think it fits for this pack. You are however welcome to remove MBP and replace it with extended surgery yourself if you want.
#25
Quote from: Calico on October 27, 2014, 08:47:18 AM
...As far as countering them by forcing them into close quarters i didn't have that much luck. Even in a short range scenario, with some light defenses those 3 burst shots just tear through my colonists before they can manage to do any real damage. But maybe the god of RNG just decided that i won't win that battle, who knows. ...

By close range I really just meant a range where you could actually engage. Since the MRG rifle, EMRG, and APB-Projector can engage at or outside of m24 range. Glad you enjoy it! I'd expect the next iteration around friday. Just to let everyone have plenty of time building and losing colonies first.

Did projectile weapons seem 'relatively' effective against the armor now? Since it offers other benefits than protection I may tune it back a wee bit more. I may also make it craftable though I am not sure on that yet.


Quote from: ehkodiak on October 28, 2014, 07:18:31 AM
Really funky modpack - thanks for putting it together. I spent HOURS last night playing this! Glittertech is nice but yes, it makes any other weapons obsolete.

I'll be taking another pass at balancing glittertech soon. I always hated when you get to using something and then it gets nerfed to oblivion. So I try to go on the conservative side of nerfing first and then tune it in. Instead of rubber-banding back and forth until I hit balance. Awesome that you enjoy it!
#26
Quote from: Calico on October 27, 2014, 07:44:10 AM
Very good Modpack! A interesting combination of mods that works quite well without further additions. I only added the Deepdriller and EnBs UI mod, although i'd like to add A2B conveyor too.

With "More Bionic Parts" beeing discontinued, are you considering switching to another mod?

Glitter Tech is pretty interesting... but even after the first balance patch i feel it's still to strong. The only (reliable) way to counter Glittertech is limited to 2 rather mediocre weapons or having Glittertech yourself. I believe it's mostly the insane high fire rate that makes it feel unbalanced. 2 Guys with APB-1 Rifles and some defenses take down more then a dozen non-glittertech raiders within like 20 seconds. The first balance patch made it a bit more balanced but it still needs some tweaking to get it right.
I did get some very funny memories out of it, like the one guy in full nano that managed to slip through a crack in the stone wall, grab a colonist and went out through the front entrance while 5 ppl shooting him constantly...and he escapes with the colonist without even taking a scratch. Thx to the balance patch this is now a memory of the past (hopefully).

I'd call it make second favorite modpack so far, with TTM only beeing slightly ahead.


I didn't add deep driller because there is already a way to make materials with omniplants and I am not a huge fan of overlap. Though the only reason I don't have the conveyors is that I haven't played with them to know if I want them or not. As far as EdB's UI mod that was originally slated to be in the pack and I will likely look in to adding it in next update because of the responses I have gotten.

I will be making my own More Bionics Parts mod for it. Though I am relatively happy with what it adds right now so that may just mean updating it.

As far as glittertech goes I don't think what you can do on defense is ever an accurate representation of the power of items. You can do the same thing with good fortifications and m-16s just over a longer time. The balance wasn't meant to make them in-line with other items but instead make it reasonable for people without them to deal with people that do have them. This was primarily done by reducing the potency of nano armor and making it more enhancing than protecting and removing reactive armor altogether. As well as reducing the rate of fire very noticeably on most weapons.

So glittertech is still a tier above normal but it's an approachable tier instead of some insurmountable cliff. At least that was the hope. I may reduce the overall fire-rate a bit more on all of the weapons with a focus on the APB ones though. Since the APB weapons have the added benefit of being fire damage. I did find during testing that the APB rifle seemed potentially more powerful than the MRG which is not intended.

Also it should be fairly reasonable to down glittertech people (in close quarters) with normal bullet type weapons. The protection of nano-armor isn't that far off of normal power armor.

I have some hotfix changes but unless I get complaints about the things I fixed I think I am going to let people play a while before updating with them.
#27
Bam! Weekly update complete. From feedback I got during playtesting I have taken a pass at balancing Glittertech. I also updated mods and even added a few bits and bobs.

You all seem to like this enough that you just download and play which is perfect! Hope you all enjoy 0.72. No rush to update. I will be keeping old versions available.
#28
Quote from: marcusmcdad on October 23, 2014, 04:41:54 AM
Solid modpack, sir.  It's now my favorite!  :)

Thanks! I'm interested to know what you, and other people, think of Glittertech and it's inclusion. If people want a rebalancing of it I will talk to the author and see about doing that.

Personally I am relatively happy with it and think if anything it only needs minor changes. After all fire such as from T-9's or incendiary turrets are very effective against it.
#29
Quote from: JuliaEllie on October 21, 2014, 04:34:10 AM
YAY cool modpack :) Im going to link it from my own mod post.

Awesome! I'm glad you like it and hope everyone else does too!
#30
That was initially on the list however I wanted it to be something optional people could add on their own if they wanted it. Perhaps I should add a note linking to it and say as much?