[A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)

Started by skullywag, April 15, 2015, 02:43:03 PM

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Arigas

One thing I noticed, you can remove things like Cataracts and back issues with the auto-heal chamber, but the actual impact to their movement and such remains, even though there is no longer anything to cause it. Downloaded a fresh copy of the mod specific to that one as well, but for a different reason. Couldn't figure out why they weren't working initially >.>

Edit: Upon reloading the save, it appears the movement and such get restored to normal. Annoying, but at least it sort of works? :P

skullywag

I spotted the same thing, A you shouldnt be able to fix some of those things in the casket but ill be fixing that soon (splitting it up into multiple machines for multiple jobs), the stats not updating thing is a weird one thats plagued me only in A10 it worked fine in A9, but im looking into it, on a bit of a bug killing mission at the moment so the next update should be a lot less glitchy.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Emmote

I had a gander through the full modpack and found references to Shaped Charges in OmniFloors, so I loaded that up and I can now build them just fine.
Seems there's a difference between the standalone version and the modpack version. =/

skullywag

hmm its fine in my local version of that mod, ill fire an update this afternoon and fix it either way, thanks for reporting.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Calico

Might just be me but... If i place down a windturbine and it gets blocked by a tree or some debris from a droppod it will stop working. Thing is, it remains stuck even after removing the obstacle. Happend to me twice now...on two different installs of the pack.

harpo99999

Quote from: Calico on May 06, 2015, 07:24:43 PM
Might just be me but... If i place down a windturbine and it gets blocked by a tree or some debris from a droppod it will stop working. Thing is, it remains stuck even after removing the obstacle. Happend to me twice now...on two different installs of the pack.
I also saw this in vanilla (unmodded), so if I see a wind turbine not working and the others are, I just sell it and re-build after removing the cause

Dave-In-Texas

Quote from: harpo99999 on May 06, 2015, 07:32:54 PM
Quote from: Calico on May 06, 2015, 07:24:43 PM
Might just be me but... If i place down a windturbine and it gets blocked by a tree or some debris from a droppod it will stop working. Thing is, it remains stuck even after removing the obstacle. Happend to me twice now...on two different installs of the pack.
I also saw this in vanilla (unmodded), so if I see a wind turbine not working and the others are, I just sell it and re-build after removing the cause

I've had this happen twice, no output after fixing the problem but not with vanilla, but i was much more careful with placement when i played a10f vanilla,lol.

  the first time I just sold it and moved on, taking the lost metal but the second time I decided to do a save/reload  and that worked as well.  Hmm.

with an eye toward placing a bug report I attempted to replicate this with vanilla 10f (10.785) and was unable to.

I used god mode for time saving (lol).. put in a generator, hooked it to battery then 'accidentally' put a wall in the way, removed it and it went back to normal output.    tried roofing the whole area, then placing a no-roof zone over the equipment and it went back to normal output.   these are both situations where the omni-gens failed to resume normal power but the vanilla one did.    I'm unsure what situation you guys ran into but if you can replicate it in vanilla post a bug report, otherwise i'm afraid its the omni-gens; i have to go to work, when i get off i'll see if i can come up with replication steps for you skully.

skullywag

yeam im guessing Tynan changed something in the base turbine code that im not taking into account in my version, ill give it a once over when i get time, as stated a reload wil fix the issue though, or god mode remove and replace.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

examon

I found a bug in the food tray, its that you can not take a beer from it. When i right clic on a beer in it, it shows a "consume beer (no patch)"

Anfi0312

I found a little bug for the rough stone floor. Smoothing it results in the following error: "Tried to set terrain at (101,0,147) to null."

whiterain1000

Like the mods a lot, but I wanted to play an as close to vanilla run as I can and was wondering if you ever considered releasing your less than lethal weapons as a stand alone only from traders or something kind of pack?

skullywag

I seem to have forgotten to add:<li>GrowSoil</li>

to the affordances of my soil...derp!

I also spotted that I havent added:

<smoothedTerrain>Sandstone_Smooth</smoothedTerrain> (and the obvious alternatives for other stone) to the stone floors as well, they will currently error if you try to smooth them, ill upload a fix when I can.

Also non lethals is standalone at the bottom of the OP and always has been ;)
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Adamiks

Bug report (or not?):

Colonists don't "use" some storages. For example they don't want to use meds from medicine storage.

IAMEPSIL0N

Hopefully I haven't missed it when I tried to search.

Were PODs discontinued for now or renamed to something else?

Also am I correct that autoheal from A9 is now the self healing casket part of omnimedical?

I am getting ready to start playing on A10 now that most mods are at their final A10 release.

tresflores

hey could u make a seperate download for the railgun thank for your amazing mod