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Messages - crusader2010

#406
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 01:12:01 AM
Quote from: kite1024 on May 11, 2016, 06:28:06 PM
Quote from: crusader2010 on May 11, 2016, 05:20:55 PM
...

Thanks for your response. I think I'll disable it then and start anew. Will try to add Misc. robots and MAI for the hauling part ;)

I am not 100% sure but MAI might not be compatible with this pack. Robots probably are.

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!
#407
Outdated / Re: [A13] Mod MEGA PACK
May 12, 2016, 01:06:22 AM
Quote from: RoronoaDroagon on May 11, 2016, 10:59:14 PM
hello
for some reason the roof is not being made when i build inside of the mountain. it get`s made outside just normaly.
anyone got any solutions for that??

If you didn't destroy the roof with a blast charge, then it should be there. Inside the mountain there probably already was a roof. Or am I understanding this wrong and pyour inside area doesn't have any roof?
#408
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 05:20:55 PM
Quote from: kite1024 on May 11, 2016, 04:49:09 PM
Greatly enjoy the work you've done on bringing these wonderfull mods together, thanks!

Concerning the cleaning problem, I'm currently having it on a new install (cleaned the LocalLow also, exept the config folder with the mod config file). It seems that some things take forever to clean while others clean normally as you'd expect.

I'm currently using the builder AI (second one) and the third difficulty option (in the middle). It's possible that blood from dead pawns is uncleanable, but so are some of the dirt stains. Maybe it has something to do with permission to touch someone's 'stuff/trash'? And that goofing up when there is no-one left to 'own' it?

I've tried moving the cleaning mod to the lowest position (75 I believe?) but to no avail. I'm still playing with the save (tauntrums everywhere due to filth xD) so if you need more info I might be able to provide it to you.

Does the cleaning mod add in an important mechanic? Maybe it could be put on optional for the v.6 release?


On another note: Are there any mods you'd recommend alongside your modpack that could help out with the hauling? (I hate having many haulers as it feels inefficient)

EDIT: Oh, please, please, please dont add in more materials, there are more then enough already for my taste  ;D

Long story short: no one is forced to use all the mods from the pack :) only use what you like or works in your case. The cleaning mod separates the HomeArea from a (new) CleaningArea such that colonists don't keep on cleaning the forest ground, if you don't want them to :o

Did you try a new colony with the cleaning mod on position 75? Also, you should designate a cleaning area, otherwise nothing is going to happen. Moreover, adding the cleaning mod to a saved game that didn't have it before might cause problems. Remember to always exit the game after entering and closing the Mods menu!

For hauling mods, there was one (HaulPriority), but I don't think it's compatible with VeinMiner (their .xml definitions need to be merged, and I'm waiting for one of the authors to provide a compatible version). Hauling is designed to be inefficient(I think :-\ ), but manual priorities do help... and you just need patience (the items will get hauled eventually).

If I knew how to mod this game I'd create one to help with hauling: call it "Hauling cart" and make it attach a visible cart in front of a colonist (it should act more or less like a weapon, so that colonists can choose when to "equip" the cart), like they are pushing it. While this is "equipped", the maximum stack for hauling becomes 500 items (and even make it able to haul more types of items at the same time).

QuoteWondering, could the problem be that I have not selected any cleaning region? If so, how does one select a cleaning area? I'll test it then.

Use the Zones/Areas menu (i.e. where the growing area is). There should be two represented by a broom :) Also read the past few pages - there are some pictures I attached for some folks that were also having issues with the mod.

QuoteEDIT2: And a mod request: Vegetable garden: https://ludeon.com/forums/index.php?topic=12934.0
It adds meals which grant a temporary stat boost (for example +10% perception) which gives cooking a lot of extra meaning (instead of just simple/fine/lavish meals)

Unfortunately I don't think it's compatible with some of the mods from the pack.
#409
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 04:08:08 PM
Try building the manned gun complex as soon as you can. It's not optimized for combat realism but really helps with surviving on harder difficulties. For bullets, you need a special crafting table (some are still done at the machining table, e.g. for mortars).
#410
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 02:18:19 PM
Quote from: r.Onofre on May 11, 2016, 01:37:44 PM
That same cleaning problem happened to me, colonist would just sit there trying to clean the tile but it never end.

Edit: without the mod the colonists can clean the tile in a new save.
I still don't know if it was really that mod fault but my old save was lost due to the lack of LT's mod

Yep, that could really be the issue. It's not always compatible with an old save (at least that's what I read in some older posts). And I think the reason is that in vanilla there is no "Cleaning area", or it's simply the same as the Home Area - and this might have caused issues if you added the mod afterwards since it requires the new area to be put on the map.

I've just tested it in a new game (new Mods folder, new Config folder, used only the mods from the pack's archive), and there were no issues (see attached picture). Did the same test after adding wooden floors everywhere (in god mode), and before and after finishing all the research. The cleaning mod worked fine still.

If anyone happens to get this issue with a new game (while using LT_NoCleaningPlease), then please post everything you may find helpful in identifying what goes wrong, from before being unable to clean (i.e. storyteller, difficulty, biome, type of floor that needed cleaning, last few researches done, type of rubble the colonists got stuck on, etc). Any dev console errors related to cleaning will be also useful.



[attachment deleted by admin - too old]
#411
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 05:48:36 AM
Quote from: Killazer on May 11, 2016, 04:34:38 AM
Quote from: crusader2010 on May 11, 2016, 04:20:19 AM
Try this: exit to main menu. Open mods menu. Move the cleaning mod to the last spot in the list. Close the mods menu. Close the game. Reopen it. Load your saved game and see if cleaning works.
Nope, does not help. :( I also tried removing the mod completely from the list, but it either does not allow me to load the game, or the cleaning still does not work.

Try doing a full reset, i.e. deleting all the mods and extracting this pack, then copying modsconfig.xml in %appdata%\...\Config. Keep the saved game as it should be compatible. If it still doesn't work, create a new world, a new colony, and test it (designate a very large cleaning area, go to manual priorities, put Cleaning at the highest[1], and see what happens with those colonists). If it still does not work, redo the steps but put the cleaning mod at the bottom of the list.
#412
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 04:20:19 AM
Try this: exit to main menu. Open mods menu. Move the cleaning mod to the last spot in the list. Close the mods menu. Close the game. Reopen it. Load your saved game and see if cleaning works.
#413
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 03:49:34 AM
Quote from: Killazer on May 11, 2016, 03:45:33 AM
Alright, I'm having a weird problem since the modpack update. My colonist can't seem to make any progress with cleaning blood, rock rubble etc. They just clean one spot for eternity, and never finish up with it. Any ideas where the problem might be?

It's been reported a few times before but i cannot reproduce it no matter what I do. There is a paragraph about this in the KnownIssues section in the first post too. Those are the only ideas that come to mind. The closest i've come is to not have the cleaning area buttons show in the Orders tab, but colonists did not have any issues with cleaning.
#414
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 03:30:33 AM
Quote from: Jaszczur on May 11, 2016, 02:29:45 AM
Would be glad to see a changelog in first post with DATES which will tell whether I'm using the newest version of this modpack ;).

There is sort of a change log at the end of the first post, in the Edits section. But you are right, dates are needed. Latest version is v5, added yesterday (just check the zip file).

PS: check now :)
#415
Outdated / Re: [A13] Mod MEGA PACK
May 11, 2016, 01:42:25 AM
Nice! I am going to add it and play a bit when I get some free time. Thanks folks!
#416
Outdated / Re: [A13] Mod MEGA PACK
May 10, 2016, 07:40:08 PM
Quote from: knainoa on May 10, 2016, 05:26:09 PM
hey maybe you can help me, as Im not getting any response on the oceanmod thread. Seems like no matter what I do, even with just core and oceanmod, I get the neon color death screen with no prompting. Just happens randomly after about a minute in an ocean world. To note, this doesnt happen in any other biome, even with ocean mod installed. Am i doing something wrong?

update: ignore. modified mod and made a highly compatible version

Great! I'm not really into modding so I couldn't have helped anyway. If you made it compatible with BiomeSpawnTweak and MapGenerator let me know!

PS: about the crash, was it because of <hideTerrain>True</hideTerrain> ?
#417
Outdated / Re: [A13] Mod MEGA PACK
May 10, 2016, 05:00:43 PM
Quote from: knainoa on May 10, 2016, 04:45:00 PM
have you considered adding oceanmod (the one that adds an open ocean biome)? it could be a cool challenge

I'm not sure it's compatible with BiomeSpawnTweak and MapGenerator (if I remember correctly it isn't). But you can disable those two and add the one for an ocean biome, if you enjoy it :)
#418
Quote from: soulkata on May 10, 2016, 02:54:36 PM
Quote from: crusader2010 on May 10, 2016, 01:12:18 PM
I can't get AutoEquip to work either (using CR, rimfire, high caliber and others). I've tried putting the mod in different places in the load list, but nothing changes - there is no AutoEquip tab that I can configure. Here's the pack that i'm using: LINK.

I've put the mod either as the first (after EdB mod order), the last, right before and right after CR, and right after High Caliber. Nothing worked.

Maybe something changed in the last CR patch (1.6.5)...

Well, as mentioned before, the Autoequip source codes are shared, you can patch this and submit a Pull Request to it!
:)

I wouldn't even know where to begin modding ;D I'd need a good tutorial first, focused on this game (knowing C# is not enough). Hopefully someone more capable than me is going to undertake this task  :-[
#419
Outdated / Re: [A13] Mod MEGA PACK
May 10, 2016, 02:47:33 PM
Updated main thread with a new pack version (v5). See {EDIT 7} for details.
#420
Outdated / Re: [A13] Mod MEGA PACK
May 10, 2016, 01:44:50 PM
Quote from: Justas love on May 10, 2016, 01:33:58 PM
fluffys manager mod?

Haven't tested it yet but I think there will be a lot of incompatibilities  ;D

PS: I don't know how to properly use that mod... did try a few alphas ago, but couldn't really get the hang of the more complicated features (and the priority system meant I had to always keep Management on top of the list if I wanted anything done... or something along these lines made me not use it anymore).