I had the same crash. I just checked Geforce Experience and there was a new update waiting (though I think it's the same version, 397.31). Installing it fixed the problem. So try reinstalling the latest drivers. Maybe a bad update package got out and they replaced it.
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#2
Outdated / Re: [A11b] Pawn State Icons (v04c) 22.07.2015
April 07, 2016, 08:50:26 PM
I took a look at it and found some things that would be easy to fix, but unfortunately, the way it's injecting itself seems to be breaking something major that's causing RimWorld to lose track of a bunch of resources. I think the injection method needs to be revamped which is more than I'm willing to do at the moment. Also, disease management has changed quite a bit and would require some redesign and new icons. I'm afraid this is broken in A13 for the time being.
#3
Outdated / Re: [A11b] Pawn State Icons (v04c) 22.07.2015
April 07, 2016, 06:18:26 PMQuote from: Dr. Z on April 07, 2016, 05:17:00 PM
Is the 12d patch alpha 13 compatible? Because I actually can't play without this mod.
I haven't had a chance to test it yet. I'm waiting for support to reset my Send Owl so that I can download Alpha 13. I had exceeded the 5 downloads on previous versions and it didn't get reset automatically. I'll let you know once I get a chance to test.
#4
Outdated / Re: [A11b] Pawn State Icons (v04c) 22.07.2015
March 17, 2016, 09:47:59 PMQuote from: mandrac on March 17, 2016, 05:21:20 PM
The mod doesn't work for a12D. Fix it or take it down ffs. Don't make people wast their time!
If you scroll up a bit you'll see that I posted a 12d compatibility patch. Unzip that over top of the official one and it will work fine.
#5
Outdated / Re: [A11b] Pawn State Icons (v04c) 22.07.2015
February 22, 2016, 03:21:37 PMQuote from: maculator on February 20, 2016, 07:30:50 AMQuote from: Skissor on February 06, 2016, 06:50:16 AM
Look into the old comments, this mods actually works for a12.
When I turn this on, it resets my mods because of a failure, so for me at least it's not quite working.
You need to download the original alpha 11b version and then apply the alpha 12d patch by unzipping the patch to the mod folder and overwriting the files in the original. Here's the link to the patch that I made, also linked earlier in the thread: https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/raw/A12D/a12dCompatibilityPatches/Pawn%20State%20Icons%20a12d%20Patch.zip
#6
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
February 17, 2016, 12:54:25 AMQuote from: Astasia on February 14, 2016, 02:35:24 PM
Really nice collection.
Few issues and opinions:
-There's two different types of sand with completely different uses, which is a bit confusing. Maybe they could be merged? I'm also not a fan of the glassworks using chunks instead of sand, I think the glass and lights recipe is overriding the superior crafting recipe. I changed that on my end.
-Playing with VegetableGarden no seeds I could plant every crop right on day 1. Not sure if intended. The researches still mention unlocking the ability to plant certain crops in their flavor text.
-Feels like maybe a good storage solution is missing. Nanostorage is really situational or micro heavy, maybe it's just me though. I feel like something like Quantum Storage, Deep Storage, or Skullywag's Extended Storage is needed, but easy enough to add on my own.
-The Apparello tribal shields aren't showing up in any thing category, they can't be hauled or sorted anywhere. I'm not very familiar with RimWorld modding, but I changed the "parent" category of the tribal shields to "ApparelShieldBase" instead of "ApparelBase" and that worked. I did a copy paste on that parent define from another xml into the Apparel_Tribal.xml, not sure if it was required but I see every parent defined in such a way in every item file.
I am still pretty early into my first real game with this pack, but I am enjoying it a lot so far. I tried throwing a bunch of the mods I liked together on my own and it was a bit of a mess, then I saw this pack contained pretty much all the same mods I was trying to use. Wish I had found it earlier, would have saved me a few hours.
Edit: I wasn't able to place a plasma geothermal on a steam geyser. Kept saying the space was already occupied. I fixed it by looking at how the other packs had it and copying the lines over. I don't know if that's a base CTS bug or an incompatibility with something else on the list.
Edit 2: So for the clutter mod you added the joy designation for the holobase, and a research requirement, your comment says "changed from furniture" but it didn't originally have a designation because it's not meant to be craftable and has no resource cost. Also Superior Crafting for some reason heavily nerfs the hospital bed into complete uselessness (75% heal effectiveness, and reduced sleep effectiveness). I'm not sure why it does that, possibly an artifact of it being an old mod, I changed it back to default stats, don't know if you'd want to do the same or not in your patches.
Thanks! I really appreciate all of the great feedback and bug reports. I haven't gotten around to balancing things or making any modifications to functionality provided by the mods, so I'll definitely be looking at some of that in the next release. I'll also look at those storage mods to see what makes sense. The other issues sound like either bugs with the mods or patches, or compatibility issues. I'll check those out for a patch. I'm out of the country at the moment for work, so it will be a week or two before I can get to it. But sounds like you've resolved most on your own already.
Thanks again!
#7
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 31, 2016, 08:44:04 PM
Thanks for figuring that out guys. I'll update the instructions to emphasize the note in the instructions that not all mods are just unzip and go and point out G&L specifically.
#8
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 23, 2016, 05:44:20 PMQuote from: Sirithil on January 22, 2016, 07:50:30 PM
The only thing I can think of that may be causing the problem is that your list specifies Glass & Lights 12d1.1, and the version available for download is Glass & Lights 12d1.2. I couldn't find a link to G&L 12d1.1 so had to download 12d1.2, and this is the only point where I deviated from the instructions you provided. If there's some change in G&L between those versions that your category patch depends on, it might be messing it up, and if you're still using 12d1.1 in your own install, then you wouldn't reproduce the error, even doing exactly what I did.
Actually, looks like the file name I used was 12d1.2 but the header on the thread for that mod says 12d.1.1 so I put that in my list. Just a typo.
Anyway, I tried on my other computer which is Windows (my dev computer is CentOS Linux) just in case there was something going on that was OS related. I redownloaded the mods taking nothing from my dev system so I was sure I had exactly what you should have at this point. Still can't reproduce it.
So, I zipped up my mods folder and posted it and my modconfig.xml on dropbox. Can you please try deleting your entire mods folder, unzipping mine, then put the modconfig.xml in the appropriate place and see what happens.
If this works then you can continue with the rest of the mods. Note that if you use CTS mod you'll need to re-extract the RemoveProcessedResourcesPatch.zip after installing it since I didn't include that mod in this zip file.
https://www.dropbox.com/s/p1f7vf0374cqtet/Mods.zip?dl=0
https://www.dropbox.com/s/rhxweidmiq2uuf0/ModsConfig.xml?dl=0
#9
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 22, 2016, 07:09:57 PMQuote from: Probe1 on January 22, 2016, 06:38:31 PM
Real mod pack or nothing. I got a third of the way through the list before I decided I'd rather just modify SK than download 30 individual mods, install them correctly, then apply your compatibility patch.
This puts the bulk of the work on me because making a compatibility patch is a short, easy job and downloading dozens of mods is a tedious, long job.
Guess which one most people don't wanna do.
As I mentioned on the Reddit thread, I'd love to create a modpack. If things change so that modpack makers only need to get permission if the mod owner explicitly states that they want it (as is the norm in other mod circles), then I can create this as a modpack as I originally intended it. But since explicit permission is required via license or message on the original thread, I can't do this because several of these mods are abandoned.
#10
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 22, 2016, 04:05:55 PM
I'm assuming you're seeing this error as soon as you close the mods window, correct? Not when loading an old save or creating a new colony?
I'm actually still not able to reproduce this even with the mod order you noted, though there were some problems with this mod order, it didn't throw any texture errors for me. Those textures mentioned there should be part of Superior Crafting. Are you using the version of superior crafting that I linked to or are you using the version on the main page that's for Alpha 11? That's about the only thing I can think of that would cause this for you and not for me.
As for mod order in general, I'll post some more information in the main post to avoid confusion for others not using the exact modconfig.xml from iMP. The general rule with this mod list for the best results (though not 100% necessary in all cases) is the category patch should immediately follow the mod it is patching. And the incompatibilities patches should follow both the mods and the category patches. This is especially important with the ones with incompatibilities patches since they have conflicts that must be resolved in a certain order.
The only exceptions are that (1.) the Core, CCL, and Superior Crafting Redesigned should precede all of the category patches. (2.)The main IR_DeclutterCategories should precede any of the other category patches. (3). The Core category patch should precede the superior crafting category patch. So the beginning of the mod list should look something like:
Note that any UI mods that don't affect content can be in here in any order as long as they don't have other dependencies (for example I usually put EdBModOrder in right after Core).
Then with your example you would follow up with:
Try that order and make sure you have the correct versions of the mods, and let me know if it still doesn't work for you.
I'm actually still not able to reproduce this even with the mod order you noted, though there were some problems with this mod order, it didn't throw any texture errors for me. Those textures mentioned there should be part of Superior Crafting. Are you using the version of superior crafting that I linked to or are you using the version on the main page that's for Alpha 11? That's about the only thing I can think of that would cause this for you and not for me.
As for mod order in general, I'll post some more information in the main post to avoid confusion for others not using the exact modconfig.xml from iMP. The general rule with this mod list for the best results (though not 100% necessary in all cases) is the category patch should immediately follow the mod it is patching. And the incompatibilities patches should follow both the mods and the category patches. This is especially important with the ones with incompatibilities patches since they have conflicts that must be resolved in a certain order.
The only exceptions are that (1.) the Core, CCL, and Superior Crafting Redesigned should precede all of the category patches. (2.)The main IR_DeclutterCategories should precede any of the other category patches. (3). The Core category patch should precede the superior crafting category patch. So the beginning of the mod list should look something like:
- Core
- Community Core Library
- Superior Crafting Redesigned
- IR_DeclutterCategories
- Core_IR_Category_Patch
- Superior Crafting Redesigned_IR_Category_Patch
Note that any UI mods that don't affect content can be in here in any order as long as they don't have other dependencies (for example I usually put EdBModOrder in right after Core).
Then with your example you would follow up with:
- Glass&Lights
- Glass&Lights_IR_Category_Patch
- Superior_Crafting_&_Glass&Lights_IR_Incompatibilities_Patch
Try that order and make sure you have the correct versions of the mods, and let me know if it still doesn't work for you.
#11
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 21, 2016, 07:52:18 PM
New patch 1.2.2 is up for the fixes mentioned above. See the release notes for details: https://ludeon.com/forums/index.php?topic=16876.msg185501#msg185501
#12
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 21, 2016, 05:45:27 PMQuote from: comlink on January 21, 2016, 05:24:55 PM
As for the doubled up heater, I loaded the RemoveProcessedResourcesPatch (I like patches so I loaded everything per instructions) but it's still there.
You may or may not need to create a new colony since I'm not sure if it will override properly without that (maybe/maybe not) and I'm not in a place where I can test it at the moment.
If that doesn't work, edit the Buildings_Temperature.xml file in SuperiorCrafting under Defs/ThingDefs. Search for "industrial heater" the <defname> for that should be "RedistHeat_IndustrialHeater". In SC it was originally "RedisHeat_IndustrialHeater" (missing t). That should be part of the processed resources patch and it's properly overriding it for me. I don't see the 250 steel one.
#13
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 21, 2016, 05:09:52 PMQuote from: comlink on January 20, 2016, 11:01:40 PM
Having an issue where no through-wall items will place. Everything says "you can't place this here!". I tried all of the LT vents and the small cooler. I thought I had tracked it down to a mod I added, but turns out that wasn't the case. The real issue seems to be: there's only two types of basic wall listed - wood and bamboo (this is with godmode or all research enabled). It appears any constructed wall won't accept on-wall items, while walls that are preconstructed with the map allow placement of objects on them. Also no basic door save wood and bamboo listed even with the requisite resources available. Really weird and super annoying! I ran probably twenty tests with various permutations of options and such and can not get this to work.
Second thing I noticed (after clearing up the above error) with no other mods loaded save the ones in the list, it appears there's two industrial heaters. One is 300 steel while the other is 250. Looks like a copy between superior crafting redesigned and LT_redistHeat, according to my awesome windows search function skills.
Thanks for the report. It seems the issue with not being able to place on walls is only for the stuff that relies on the LT_redistHeat version of that code. The stuff that uses the Community Core Library version of that code is working properly. It seems that Superior Crafting creates an object called SCWall which overrides the vanilla wall, so I'm thinking that this is causing the issue where one is looking for, but I'll have to investigate. Also, for the only being able to create wood walls, it seems this is a bug in that same SCWall object. I'll see if I can just remove that and replace the original wall object. Hopefully that will fix both issues. Either way, I'll fix these in the next patch, so just keep any eye out.
It looks like the 250 steel industrial heater is due to a typo in the name of the object in Superior Crafting, so it's not getting overridden by glass and light. I fixed it in the RemoveProcessedResourcesPatch, but if you're not using that, it still shows up. I'll have to create a separate patch for that in the Category patch for SC. Again, will be in the next patch.
#14
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 21, 2016, 04:24:49 PMQuote from: Sirithil on January 20, 2016, 05:56:05 AM
I have a strange texture error where everything from GlassNLights comes up as a red X in both the menus and on the map. Also I can't find the glassworks in the menu. I have done the research for it.
I wasn't able to reproduce this. Do you have the Incompatibilities patch loaded? There's one for some incompatibilities between Superior Crafting and GlassNLights. It needs to be loaded in the mod order after both of the mods and both of the category patches. This removes the glassworks table from Superior Crafting and restores the core standing lamp that superior crafting replaced with a ceiling lamp that GlassNLights already has. Not sure what else could be causing that unless one or more of the mods isn't loading. Make sure they are all in there. If you're not using any other mods, just replace your modconfig.xml file.
I did notice that the standing lamps from core are in the wrong category (under furniture instead of lighting). I'll fix that in the next patch.
#15
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 19, 2016, 11:47:17 PMQuote from: comlink on January 19, 2016, 05:51:06 PM
An acme idea! The one thing I haven't liked about modpacks is the complete dependence of every line item towards the whole. I'd guess simply posting a link of dependencies would help out with that greatly, but I like the "cafeteria plan" you have much more.
On a side note: Wouldn't it be nice if there was a dependencies highlighter mod so you knew what took what in a case like this?
Anyway, I'm downloading and attempting a game with this. Perhaps I'll try plugging in some combat mods later if I get bored of creating
Thanks for the feedback! If you do add extra mods, be sure to post in the thread so we know what's working and maybe I'll include it in the list and add category patches.
As for the dependencies, what we really need is for the mod About.xml or something similar to allow for adding dependencies and then something like ModOrganizer to take them into account. I'm sure this will likely be done closer to beta or full releases since mods are changing way too much in each alpha.
