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Messages - kazuma6666

#1
Hello,

I've been trying the mod for a few days, and I'm a bit stuck with oil. I'm supposed to build a drilling rig but I can't build it anywhere. I am supposed to build it on a deposit of crude oil, but I can't find any. What does it look like?
Can't really continue with the game since stuff needs plastics and other derivatives from oil.

I really like this mod, it makes the game a real struggle, but a good part of the struggle is the search for information. I don't think I could have played the mod at all without the videos from quill18, unfortunately, he didn't get to the oil part yet.
Is there information anywhere (I read the faq ingame)?
#2
I was playing rimworld a few months ago, and I saw a let's play from quill18 with this modpack activated. It looks really fun and got me wanting to play again.

Thanks for your hard work, this looks very promising :)
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 30, 2015, 05:01:28 PM
Quote from: Prismaa on November 30, 2015, 02:25:33 PM
Hmm is there way to restrict bot/robot areas? My cleaning bot keeps wandering very far from my base now and then.

Asked about that not long ago and got this answer :
Quote from: TLHeart on November 26, 2015, 03:01:33 PM
kamuuzza, hauler bots can be restricted, via their inspection tab.... in the lower right of the screen, where it says, unrestricted, click on it and assign the zone you want it to stay in.
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 30, 2015, 12:07:09 PM
So I tried a new game with V1.18 and didn't use any wall conduit to see if it worked then.
I have another error, but can still play the game atm. This is the error :


I tried destroying all my sculptures to see if it solved it but doesn't change a thing.
Also, I have no access to trading anymore. From ships or from land trader either. The pawn will go to the comm console or the trader hut and pause a moment then go do something else.

Here is a link to download that save. This is a save with MVP 1.18.

I made screenshots of the errors I had with MVP V1.17.
The details of each error are in the link.
This is the last working save I have :


And this is the crashing save I have :


I have a link to download each : working  crashing
Both of these game use MVP 1.17.

First time uploading with mediafire, I hope you can download ok.
#5
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 29, 2015, 12:11:25 PM
Ok, I tried around 20 hours of gameplay on the 1.17 version. My game completely crashed on reload twice. The first time I got back to a save with only a warning instead of the crash and I continued. The second time I had to go back an hour of play and I'm not sure I won't just get the error again later.

Here is a screen of the crashed game : http://imgur.com/CaLo6iV.
I guess the important parts are the errors :

I did a lot of wall conduits, and one of them seems buggy.
and what I can still access in the menu :


Here are screenshots of the base an hour before that, maybe there is something you can see that may be problematic. The upper part has all the resource sorting part of the setup. The bottom part has most power generation and the middle part has the rest.


I tried creating a new game with version 1.18, saved it. Then I quit the game and tried loading it again and I get a warning :
.
I don't know if this will lead to the same type of problems I had before.
I'm going to try with version 1.18 and see if I get the same problems.

This is my mod order for v1.18, I don't have the one for V 1.17 anymore, but I didn't change anything in that.


I have no idea where the problems are coming from and hope somebody can point me in the right direction.
#6
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 27, 2015, 10:39:18 AM
Quote from: NemesisN on November 27, 2015, 08:36:02 AM
so you mean RT Storage teleports recourses ?

MD2 Storage is used only for storing large amount of recourses in 1 space (2250 recourses in 1 storage), MD2 Storage looks nice and organized and it allows more free space for your storage

RT Storage looks really messy and confusing....if it can teleport items that is ok I guess but you have bots in this Mod that haul things for you...I don't know I just don't find any use of RT Storage and I find very difficult to see what recourses I have in RT Storage spaces since items go on top of each other and it looks messy like that

The way I use the quantum storage is almost always only 1 resource for a stockpile/warehouse. Less messy this way. Also, the porting resources can really make a nice base if you like organizing stuff. I love the way I can design a very advanced resource manager with it. Did you look at my post? It is complicated but I explained how you can teleport resources with quantum storage in it. Maybe I'll do a new version mixing it with MD2 storage when I try the latest version of this modpack.

A fast explanation of the porting mechanics : a warehouse will teleport to and from a relay if configured correctly. To teleport to a relay you configure the relay to ask for some resource. To teleport to the warehouse from the relay you set up a stockpile zone around the relay, and everything on it will be ported to the warehouse if the warehouse is set to accept it.
It is a very powerful tool, but hard to understand. I had to do a lot of testing to really understand it and I'm not sure I got everything right yet, but I can do what I want to do so I am good with that.
#7
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 27, 2015, 08:14:34 AM
Hey NemesisN,

Would you look at the post I made in the RT mods thread about what you can do with RT storage please. You can almost completely get rid of hauling for resources. I don't know what you can do with MD2, but I've seen people on that thread saying the system was not as good as quantum storage.
Quantum storage let you do incredible stuff with resources. It is not ideal for anything else, but for resources it's great. Does the MD2 storage port things? If not it cannot replace quantum storage completely.

I'll make a new game today and test the latest version of the modpack and I'll see what you can do with MD2 storage.
#8
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 26, 2015, 08:44:51 PM
Quote from: TLHeart on November 26, 2015, 03:01:33 PM
kamuuzza, hauler bots can be restricted, via their inspection tab.... in the lower right of the screen, where it says, unrestricted, click on it and assign the zone you want it to stay in.

Oh cool, I didn't see that :) Thanks for the info!

I did an example of the way you can set up the quantum storage system efficiently in the RT mod thread. I really had a hard time understanding how it worked at first, and didn't see an example. Maybe it can be useful for other people :)
#9
Thanks for this mod.
I'm using the varietypack and I had no problem with quantum storage. I never used the "pull" only push at the moment. I wasn't aware of the possibility probably because I didn't read attentively enough the description.
This storage method allows complex arrangement and is very interesting :)

Edit :
So I've been playing around with this.

This is my setup :

I'll explain the flow of materials so you understand how I do things.
We get the steel from INPUT STEEL with the ore extractor (from another mod, it creates steel ore). It then get ported to SORTING. From SORTING it goes to OVERFLOW, steel ore on the left, and steel bars on the right (this will be important later). From there it goes to MAIN, steel ore on the top, steel bars on the bottom. We get a level of priority added for each room for the warehouses. SORTING is normal, OVERFLOW is preferred, and MAIN is important.

Finally, we get to the workshop. There we have a relay set to draw steel ore from the MAIN steel ore warehouse. This is set to critical. We have a second relay configured to the SORTING warehouse with nothing selected and low priority. This way when we get steel bars in the stockpile next to it, the steel bars are ported to the SORTING, then OVERFLOW then MAIN.

When MAIN is full, the bars will still be ported to overflow, this way you can add quantum stockpiles to the overflow and have a good reserve. But each time we draw from the MAIN storage, it gets refilled.

It is important to note that the SORTING, MAIN and OVERFLOW rooms are completely cut off from the rest of the base. There is no doors to these rooms, so nobody will haul anything there. This is important for complete version which I will explain next.

This is a small scale proof of concept I did before doing the full scale which will have a MAIN and OVERFLOW storage for every resource that I regularly use, and probably a dump for the rest.
The SORTING part can accept every resource on normal so you can put relays anywhere with low priority for resources. This way, resources will get ported to SORTING and be put in the system. I intend to put one next to the fields for example, to minimize hauling time. You don't need a freezer next to the kitchen anymore either. With a cooled kitchen and a few relays, you'll have anything you want.
There can only be one resource by MAIN warehouse, because otherwise you risk filling up the warehouse with one and not have the other available when you want to draw from it.
This example is fully functional :

This guy will craft all day then eat and go to sleep. Not much fun and it is quite hot in the crafting room since I blocked the cooler with my ore generator:).

Please comment, especially if you think some things can be done better.
#10
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 26, 2015, 02:15:27 PM
Hello there Simon, and thanks a lot for this modpack.
I found out about rimworld a week ago from CanardPC (a french gaming magazine) and I had a lot of fun with it.
I saw a few youtube videos with modded rimworld, and it seemed much more interesting.
Looking at this forum, this modpack grabbed my attention right away. A lot more simple than trying to make all those mods work together. And what's more, I come back a week later and there is already several updates (at least two from what I've seen in the last pages).

So now a few comments :
- The quantum storage is an incredible tool, and I LOVE IT! It's great to do chains of storage that moves around without any haulers needed.
I'll do a few screenshots with a setup with a sorting room for the metal generated by the ore extractors or for the fishes. I'll probably do a new game for this version and try it with the new storage system also to maybe do a combination of both?
- Infusion of items seems a bit powerful. Affixes like infinity or scribing on most items on a pawn will make it a beast for working. Combined with the prosthetics and caffeine I got a pawn going over 30 c/s and around 200% base work speed . To that you add the manipulation bonus from prosthetics and you get a really really fast worker. To counter this, it does take a lot of time to craft enough of them to get the good bonuses. I crafted them by 25 and got 3 items that were good enough for max powergaming ^^.
Also, scribing fishing rod of invulnerability... The fishing rods are easy to make, and I don't think they should provide such good bonuses ^^

Edit  : TLHeart pointed out that I was wrong about the restriction for the hauler bots, they can be controlled.
- Haulers bots can't be restricted in their movements. They tend to go in the middle of warfare and get killed. On the other hand, the cleaner bots are really welcome. I imagine a horde of tiny roomba waltzing around the base doing work that really shouldn't be done by pawns :)
- The added science is very welcome, in my unmodded game I finished it very fast.
- The mechanoid terraformer event benefit is too powerful. The lightning attack is really an end all hostilities. If a raid arrive, I can use it and the threat will disappear. Along with the bodies, all burning down, the same as items, which counters the benefit in the end. I didn't use it anymore towards the end of my game, because I needed the biomatter :)
- The fact that you can create any ressource by the end with the ore extractor and omnigel is very welcome in long games when you mine everything on the map.

I know that you didn't make most of these mods but it seems you are doing more than compiling mods, you do a bit of coding yourself (from what I've seen in the few comments I read). If any of these things I'm talking about are in the portions of the mods you modified, then maybe you can do something. Otherwise I guess I should put the comments in the mod pages on these forums.