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Messages - Fafn1r

#1
New version is, on first look, not compatibile with Simple Sidearms, RPG Style Inventory (CE) and Frontier Development Shields.
#2
Releases / Re: [1.0] Common Sense - basic AI tweaks
March 23, 2019, 03:27:44 PM
Quote from: Canute on March 20, 2019, 12:53:29 PM
Did you check the compatiblity with other inventory mods like PickUp&Haul and Combat Extended ?
Quote from: avilmask on March 20, 2019, 02:36:48 PM
Didn't play combat extended, and I had no reports about issues with it.

No issues with CE. Not tested with both CE and PickUp&Haul, but they are still incompatibile for 1.0 anyway.
#3
Running a new game with CE, noticed that boomalopes only produce FSX now and can't be milked for chemfuel. Do you guys still have both?
#4
Releases / Re: [1.0] Alpha Animals - 1.07 (04/11/18)
November 04, 2018, 01:33:53 PM
Love it how you are still adding new creatures and combined with Steam Workshop auto update - I see them while playing and I'm like, woah that's cool.

Got some Tetra Slugs last in my previous colony - are they supposed to spawn in deserts? There were like four of them wandering all the time. Two self-tamed, they aren't very good attack animals :D Kept them with batteries and they seemed to generate some power, but their description could be more informative about that.
#5
I think you guys deserve to know what's the status of this mod pack as for now. In short - I'm no longer working on it. Learning Unity and working on my own indie game is taking most of my time and interest.

If anyone wants to take up the torch (likely under a different name ;)), I'll help with learning, but not with maintenance.

If you do that, remember to ask mod authors for permission.
#6
I you want to update on your own, my list of modified files will make it a little bit easier. ;) Here:


Additional Lighting:
- ThingDefs/Lighting/Lighting_CeilingLamp.xml
- ThingDefs/Lighting/Lighting_PathLamp.xml
- ThingDefs/Lighting/Lighting_WallLight.xml

Apparello 2:
- ResearchProjectDefs/Arabatschupp.xml

Camping Stuff:
- ThingDefs_Buildings/Buildings_Production.xml

Caveworld Flora:
- ResearchProjectDefs/ResearchProject_Fungiponics.xml
- ThingDefs/Plants_Wild_CavePlants.xml

Colony Manager:
- ResearchProjectDefs/ManagerStations_Research.xml

Combat Realism:
- ResearchProjectDefs/ResearchProjects_Tier2_Misc.xml
- ResearchProjectDefs/ResearchProjects_Turrets.xml
- ThingDefs_Buildings/Buildings_Security.xml
- ThingDefs_Items/Items_Resource_Manufactured.xml

Dermal Regenerator:
- ResearchProjectDefs/ResearchProjects_Misc.xml

ED-LaserDrill:
- ResearchProjectDefs/LaserResearchProject.xml

EPOE Hardcore Version:
- ResearchProjectDefs/ResearchProjects_EPOE.xml

Fish Industry:
- ResearchProjectDefs/ResearchProjects_Aquaculture.xml
- ThingDefs_Races/Races_Animal_Fish.xml

Increased Forest Density - Deadly:
- BiomeDefs/KudzuPred_Cold.xml
- BiomeDefs/KudzuPred_Moderate.xml
- ThingDefs_Races/Kudzu_Animal_Giant.xml

More Furniture:
- ThingDefs_Buildings/Buildings_MoreFurnitureSeatingStuff.xml

PowerSwitch:
- ResearchProjectDefs/ResearchProjects_Tier2_AutoEnemySwitch.xml
- ResearchProjectDefs/ResearchProjects_Tier2_AutoPowerSwitch.xml
- ResearchProjectDefs/ResearchProjects_Tier2_HiddenPowerConduits.xml

RedistHeat:
- ResearchProjectDefs/ResearchProjects.xml
- ThingDefs/Buildings_TempController.xml

Repair Workbench:
- ResearchProjectDefs/ResearchProject_RepairBench.xml

Rimfire:
- ResearchProjectDefs/ResearchProjectDefs_Tier2_Misc.xml

RT_Fuse:
- ResearchProjectDefs/ResearchProject_RTBasicFuses.xml
- ResearchProjectDefs/ResearchProject_RTCircuitBreakers.xml

RT_SolarFlareShield:
- ResearchProjectDefs/ResearchProject_RTMagneticShield.xml

Vegetable Garden:
- ResearchProjectDefs/ResearchProjects_Misc.xml
- ThingDefs_Buildings/Buildings_Hydro.xml
- Removed autdoor lamp.

sd_advancedpowergen:
- ResearchProjectDefs/sd_adv_powergen_ResearchProjectDefs.xml
- ThingDefs/sd_adv_powergen_ThingDefs_buildings.xml

sd_medicaddons:
- ResearchProjectDefs/sd_medicaddons_ResearchProjectDefs.xml
- ThingDefs/sd_medicaddons_facilities_ThingDefs_c_medieval.xml
- ThingDefs/sd_medicaddons_facilities_ThingDefs_d_industrial.xml
- ThingDefs/sd_medicaddons_facilities_ThingDefs_e_spacer.xml

Seeds Please:
- ThingDefs/Items_Seeds_Core.xml

Seeds Please VG patch:
- ThingDefs/Items_Seeds_VegetableGarden.xml

T-MoreBeds:
- ThingDefs/MoreBedsFurniture.xml

T-MoreFloors:
- Removed wool loom building.
#7
Fafnir Patch, among other things, makes building categories neat and tidy. Butcher's Table and Nutrient Paste are under Food tab.

The FoodProduction error is there, because you updated Vegetable Garden without taking into account the adjustments I made to previous version. Updating large mod packs is tiresome, because you have tokeep track of and re-add your changes every time there's an official mod update.

Quote from: crusader2010 on February 09, 2017, 05:48:40 PM
PS: I did update most of the mods that I found newer versions for (including CR and others)!

Yeah, the modpack is due an update, which to be honest may have to wait a bit. I'm rather busy with real life and my own Unity project.
#8
Quote from: TMan121 on February 07, 2017, 08:21:13 PM
Psst. Rimarsenal has a Combat Realism patch now.

To be honest, I think Rimfire + CR turrets are more than enough for weapon additions. I'd love to add Feral faction though, always fun to have more high quality and fitting lategame enemies.
#9
Quote from: dino332 on February 06, 2017, 03:13:43 PM
I have a question, how long should it take to start up?

I did a quick test. On my potato laptop with Celeron CPU, Intel HD graphics and 4GB of RAM and Chrome running in the background it takes around 3 minutes to load into main menu.

If it turns black then something is wrong. Even though you said you followed installation instructions - follow them again, carefully. I did that and the game is working for me (and others), so it must be working for you, unless you have different version or don't meet system requirements.

Before you try again, do this:
1. Go to your Rimworld config folder. On Windows 10 it is ...\Users\[your name]\AppData\LocalLow\Ludeon Studios\...\Config
2. Open ModsConfig.xml and delete line 12 "<li>PermaDeathNameFixer</li>".

That's the only mod that ever caused me black screen on startup due to some Steam Workshop bug.

Alternatively you can go to ...\Steam\steamapps\workshop\content\294100 and check if you don't have any leftover mods from the Workshop.
#10
Outdated / Re: [A16] Dog Bowl Mod
February 03, 2017, 08:28:25 AM
Quote from: Keychan on February 02, 2017, 09:11:18 PM
Wouldn't a dog bowl normally hold kibble?

In Rimworld they hold human corpses. :P
#11
Quote from: Gunblast on January 24, 2017, 04:30:08 PM
Is there anything in particular I should keep an eye out for while testing?

Plenty :)

  • Calling me out on stupid changes, like removing 1x4 hydroponics. It's a pain to manage lots of 1x1 ones, especially if there are power conduits under them.
  • Pointing out things that have wrong bulk or mass values.
  • Pointing out things that seem imbalanced - power costs, $ values, nutrition.
  • Reporting Combat Realism related bugs - pawns picking up clothes when they shouldn't, sieges spawning without steel.
  • If you are playing in a forest, are predators dominating the map after some time?
  • Outfitter - is it working at all? I suspect a conflict with Combat Realism.
  • Miniaturisation - do you want to be able to move everything or should I make it more realistic?
  • What mods would you like to see included?

Haplo's Robots are incompatibile with Combat Realism - if you want to see it in, keep an eye on compatibility patch.
#12
Quote from: porcupine on January 23, 2017, 05:31:08 PM
Quote from: minakurafto on January 23, 2017, 10:56:44 AM
to make molotov works, delete this line <thingClass>Combat_Realism.Projectile_FireTrail</thingClass> in weapons_grenades.xml
i found it by comparing it with molotov from hardcore_SK

Ironic, given they're both developed by the same developer and whatnot :).

Not ironic at all. It's insanely hard to manage minor changes with this amount of mods.
#13
Quote from: Gunblast on January 21, 2017, 03:39:22 PM
Have you looked at Medieval Times w/its CR patch?

Is there any reason I shouldn't add it to my game?

If it has a CR patch, go ahead and report back if it works. :P
I may add Medieval Times in the future. May, because I'm on the fence about it. Damage calculation in Rimworld is not complex enough to have plate mail and kevlar in the same setting. It ends up with plate being sometimes better protection from bullets than modern armors.

Quote from: xBaloo on January 23, 2017, 07:44:14 AM
Amazing Mod Pack. Very good work, thank you.

Thank you :D

FYI next release may be pushed back a little. Lots of my free time lately is taken by Stars in Shadow and Unity. :P
#14
Quote from: xBaloo on January 23, 2017, 07:44:14 AM
Amazing Mod Pack. Very good work, thank you.

Thank you :D

FYI next release may be pushed back a little. Lots of my free time lately is taken by Stars in Shadow. :P
#15
Quote from: Draxis on January 21, 2017, 09:34:53 AM
Hey, I've been playing and the mod pack is great, the seeds stuff really makes it difficult, but I'm glad I stuck with my current playthrough. Randy sent 72 manhunter rabbits in the beginning leading to the loss of all my three starting colonists, but others have helped us pull through. That said, I'm getting a weird error (log below) which pauses the game every few seconds. Not sure how to fix it and would appreciate some help since the game is unplayable right now.

Pauses the game? Do you mean the log window appears? You can turn off automatic pop-up window in it's upper right corner. The bug seems to be related either to Combat Realism or Outfitter, most likely CR. If you can, report it on CR github, here: https://github.com/skyarkhangel/CombatRealism/issues.