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Messages - crusader2010

#391
Mods / Re: [Mods request] Hauling cart
May 13, 2016, 07:21:21 AM
Quote from: harpo99999 on May 12, 2016, 04:55:44 PM
had you searched the released mods for 'hauling', from memory there is a mod with the exact term in it's name(was available for a12 and I think it was updated for a13) and it used carts for the extra hauling capacity, but had some issues when used with the conveyers mod a2b

I did look around the forum for something like this but could not find any. Or it had only A12 in the title and I ignored it.
#392
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 06:47:23 AM
Quote from: Dynastiew on May 13, 2016, 06:02:29 AM
Guyz i know i need ammo >_<, the problem is that i have ammo but they keep reloading ad vitam eternam, i'am the only one wich on certain weapon (not all) it does that?

I did have it happen with great bows, but after the CR update it started working properly again. Didn't have any issues with any weapon until know. If the appropriate ammo type is in the pawn's inventory and chosen for the weapon, it should work.

Maybe post all the weapons that are not working. Or the ones that are.
Yet I still believe it has something to do with changing the mod order or using an older save that didn't have CR at the start.
#393
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 01:43:12 AM
Quote from: RoronoaDroagon on May 12, 2016, 08:42:42 PM
hello
i think i got 2 bug`s for you.
1. the ammo for the railgun and normal assoult rifle aren`t geting re-loaded in to those 2 guns.
2. every time i try to open a saved game it gives me a message, about the game encounted a error while loading up the map/world. and after that the saves are unusable.
and i`m not sure if this is a bug or not but the civs aren`t picking up any extra stuff and use`s the backpack to hold it, that is the same with the ammo.

your doing a great job and love the modpack. :)
keep up the good work.

Only thing that comes to mind is that you removed some critical mods from the pack, or changed their load order before loading the saved game(and it looks to me that you did something with CombatRealism - any change to that WILL make the saved games incompatible unless you restore the initial loading order). If you have this pack exactly and you have copied the ModsConfig.xml file in the right folder, there should be no issues.
#394
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 01:40:25 AM
Quote from: Dynastiew on May 12, 2016, 08:49:50 PM
Yeah the bug about certain weapon which can't shoot because it's always reloading have already been report?

It's not a bug. You need to craft or find ammo for your weapons due to CombatRealism mod. And you should create loadouts that include the weapon of choice and the ammo, in the Assign menu from the bottom of the main screen. Also make sure you look out for what type of ammo you are currently using - AP, HE, FMJ etc. Right click on the Reload button to change the ammo type.
#395
Looking at the error from above,  <li Class="NoCleaningPlease.Area Cleaning">, there could be something wrong because of the underscore character that is apparently missing (NoCleaningPlease.Area Cleaning   VS   NoCleaningPlease.Area_Cleaning). Probably some parsing issue?

Also, looking at the MakeNewToils() method in JobDriver_CleanFilth_NoHome.cs, there is a defaultCompleteMode = ToilCompleteMode.Never
Does this mean that under certain conditions the cleaning "job" is never going to complete? (thus colonists probably getting stuck).

Sorry if these questions are silly... just started looking over the code and trying to make sense of it :)
#396
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 04:52:19 PM
Factions should probably work ok, unless the weapons they can have are not compatible with CR, or, somehow, colonist stats are changed in a way that conflicts with CR !!! Any vanilla "standard" faction should work.

The Apparello mod seemed to work ok in the earliest versions of the pack, but I really didn't enjoy the clutter (too many craftable items) ;D It might also interfere with some crafting benches and such, so it's not 100% safe.

But if it works for you, then great! :)
#397
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 04:33:21 PM
Quote from: someone on May 12, 2016, 04:26:20 PM
Hi, would Darkness Revamp be compatibles?    - https://ludeon.com/forums/index.php?topic=19873.0

I don't see why it would conflict, but I saw a post on there about a possible conflict with CR, which doesn't make sense to me.

EDIT: Nevermind, I didn't realize DR was more than a graphical overhaul, so I guess there answer is no.

Actually I got it, together with the addon, and will be testing it when I have enough free time. If it's compatible I'm going to add it :)

Will also add several hair mods (lol), one for furniture and the skill decay changer - if everything works out ok.
#398
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 02:42:06 PM
Quote from: Sentry on May 12, 2016, 02:19:06 PM
Is it possible you (or I) could add prepare carefully into this modpack?

I wrote several pages ago that I'm not going to include that mod in the pack because it simplifies the start too much in my opinion. You can add it though (probably it's best either after Edb Mod Order, or right at the end of the list - don't know which one actually works).
#399
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 02:07:44 PM
Quote from: r.Onofre on May 12, 2016, 01:37:26 PM
Quote from: Dynastiew on May 12, 2016, 11:25:14 AM
Thanks for the modpack i just downloaded it :D, one question though any reason for not putting " a dog said" mod ?

https://ludeon.com/forums/index.php?topic=16000.0

I'm using that mod and so far no errors. Didn't need to use it yet tho...

Basically that's the reason I haven't included it :) there's virtually little need to perform surgeries on animals. I was also afraid of conflicting with [Extended Prosthetics & Organ Engineering] and [DE Surgeries] - 2 mods related to organs and medical stuff seemed enough to me (and since they are working very well, I didn't want there to be a chance of conflicting with [A dog said]).
#400
Mods / [Mods request] Hauling cart
May 12, 2016, 09:32:53 AM
 I'd like to have a mod which will help with hauling: a "Hauling cart" that can attach a visible cart in front of a colonist, like they are pushing it (the cart should act more or less like a weapon, so that colonists can choose when to "equip" the cart, but cannot have a weapon active at the same time).

While this is "equipped", the maximum stack for hauling becomes 500 items and should even make the colonist able to haul more types of items at the same time. This should require some research, have low durability and higher deterioration rate than usual.

The cart should affect the walking speed of the colonist, depending on the materials it is made of (wood, plasteel,silver - no speed reduction; steel, gold, stones and others - between 10% and 30% speed reduction). The materials should also matter in terms of the durability and deterioration.

Hopefully someone can make this :) thank you!
#401
Mods / Re: [Mod request] Components crafting
May 12, 2016, 09:21:55 AM
Quote from: Wildcard82 on May 10, 2016, 07:06:24 AM
I feel your pain crusader2010, I finally got the component bench made and watched in horror as it took my pawn a day to make 1 component O_O
I have started developing an automated component factory running on the ccl framework to do the mass production you suggest in point 2, I will post a link if you would like to test it and give me some suggestions in regards balance and improvements :) you will need to be running CCL though and may require a new colony start if you've not already got it loaded.

*****Edit*****
Attached is the rough beta, requires 400 steel and 30 components and component assembly research to be able to build. Load the mod last otherwise the ccl hoppers don't appear. Suggestions welcome.

Thank you! Will try it as soon as I get some free time :)
#402
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 03:44:49 AM
Lower the difficulty or use god mode :D
#403
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 03:33:22 AM
Quote from: kite1024 on May 12, 2016, 03:28:19 AM
Or just remove the cleaning mod :D

No problems then. I also added Misc. robots (+xtra) and MAI, no problems yet so far. Added tillable soil to the bottom, works wonders.

EDIT: Crusader, do you know why vegetable garden is incompatible?

If I remember correctly it's because of the new plants. Mods like Plant24h probably do not work for them.  There were some other interactions too, but cannot remember them right now(maybe related to the food crafting). Try it if you want but expect some strange behavior(probably), or other mods not working(if you load vegetable garden last).

Also, I do not think the MAI mod is compatible with some of the mods, like CR and others that change colonist stats. I may be wrong though, didn't have time to check the threads lately.
#404
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 03:22:39 AM
Indeed, there is a bug with the mod: see here.

You should always check cleaning when you start a new game. If it does not work then you need to make a new colony again.

Updated known issues section.
#405
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 02:02:02 AM
Quote from: Killazer on May 12, 2016, 01:41:03 AM

Quote from: crusader2010 on May 11, 2016, 05:20:55 PM


QuoteBack to the cleaning problem, nothing I tried worked with the cleaning thing. I simply removed the cleaning mod, I'm better off that way

Could you send me your saved game in a PM? (The one where the cleaning mod does not work). Include your ModsConfig.xml too!

Aww... I just removed the file a moment ago, due to the colony falling.. :(

If you do start another game using the mod, please send me the saved game when cleaning stops working.

If anyone else has such a save please send it to me :)