[A12d][ModPack] The ModVarietyPack

Started by simon-82, November 01, 2015, 02:28:54 PM

Previous topic - Next topic

SUbzero0143

so if i Therese isnt  a mod in the mod pack that i want to keep do i also have to delete that? then  inserted C:\Downloads\ModVarietyPack-1.26.zip\ModVarietyPack-1.26\Mods--> to have that mod thats not in the modpack in it?. sorry if this doesn't make sense. by that i mean the zombie apl mod

roy2x

Are 1.25 saves compatible with 1.26?

Shad

#782
Would I be able to play use crash landing with this mod?


Separately, various thing I have noticed:

1. Some infused items are broken and have no stats.

2. Cooking seems not very balanced and have a few redundant items:
*Taffy and Hardcandy are identical (10 sugar for a 5% nutrition, 10% glut joy, $25 value)
*Chocolate is worse than them (10 sugar and 15 cocoa for 1% nutrition 7% glut joy, $6 value)
*Caramel is also worse simply worse (15 sugar for 5% nutrition, 10% glut joy, $25 value)
*Pumpkin pie and blue berry pie are identical in all but one of the ingredients (5 sugar, 15 flour, 10 ingredient for 5% nutrition, 40% glut joy, $25 value)
*Sweet bun is simply better (5 sugar, 15 flour, 10% nutrition, 40% glut joy, $25 value)
*Cookie is just a waste of resources
*Tofu is a complete waste of resources (700 nutrition in -> 60 out)
*Tempera Paint Set is identical to regular paint, just uses more resources

WinterFlare

I think that some food items are just for variety's sake when it comes to vendors to be completely honest.

Shad

Quote from: WinterFlare on March 05, 2016, 02:45:27 PM
I think that some food items are just for variety's sake when it comes to vendors to be completely honest.
All of these are craftable. And I feel there is no "variety" in having the same thing duplicated with a slightly different icon. It adds nothing, and just clutters inventory and crafting menu.

danjal

Quote from: Shad on March 05, 2016, 03:17:10 PMAll of these are craftable. And I feel there is no "variety" in having the same thing duplicated with a slightly different icon. It adds nothing, and just clutters inventory and crafting menu.

Yes and no, while for now that may be largely the case - meaning that aside from RP or flavour reasons they have no actual gameplay difference.
It'd by quite easy (and I honestly suspect that this feature will make it into the game) to get them to develop 'tastes'.

Which means that some people will want a specific kind of dish or even be allergic to certain foods. Similar to how they already have the cannibalism trait I'd suspect to see vegan or vegetarian, allergies, someone that prefers spicy food and so on.
On top of that the mere desire for variety in meals even outright dependancy for variety.
The former resulting in a negative mood if there's only one type of food and potentially a positive if there's variety. The latter resulting in disease if certain nutritional elements are missing.

Personally I'd say that paving the way for such features would fit very well within Rimworld.
And while I agree that the game could do with a better way of processing and storying different meals - I wouldn't say that all it does is cause clutter.

Voker57

Stuffed animals appear to be buggy: they are not included in room (if you toggle room quality display and hover it, there are borders around stuffeds), so they don't affect beauty perception.

RoboticManiac

Just had a visitor go berserk in front of an improvised turret and begin to tear up one of my colonists. The turrets didn't open fire, or do much of anything. Anyone else have this problem? Second time this has happened.  :-\

Agalyon

#788
Any chance of More Mechanoids being added to the pack? I'd just toss it in, but it throws up quite a few error messages. The enemy variety is always good, and I like how you can repair the mechanoids for your own use, it feels really good having them to play with.

Cherna

Yes, we need some new enemies. I think norbals and federation are not enough to get some real fun.

WinterFlare

#790
Quote from: Voker57 on March 07, 2016, 04:09:28 PM
Stuffed animals appear to be buggy: they are not included in room (if you toggle room quality display and hover it, there are borders around stuffeds), so they don't affect beauty perception.

Personally I don't like the Stuffed Animals anyway because they don't have a quality to them, they just flat out give 100 beauty.

Quote from: RoboticManiac on March 09, 2016, 01:17:46 AM
Just had a visitor go berserk in front of an improvised turret and begin to tear up one of my colonists. The turrets didn't open fire, or do much of anything. Anyone else have this problem? Second time this has happened.  :-\

That's probably because berserk colonists (and probably enemies) are only targeted by what they're attacking, or drafted colonists. If this wasn't the case a colonist could go berserk on a supply run, come back, and get blown up by a turret. You probably have to manually target for a situation like this.

------

As for the two people suggesting factions, I don't think there really are any for A12 right now. I don't look around for mechs, but the person who made Pirates and Norbals hasn't updated their other faction yet, and I honestly don't know of any other mods that add factions. You can verify that yourself here: https://ludeon.com/forums/index.php?topic=7670.msg77531#msg77531.

As for the More Mechanoids thing, simon would have to tune their weapons for combat realism because this modpack basically revolves around that.

Herc18

Any new animals included? Besides the cats.... Love mods like biodiversity just for varieties sake :)
What has been, will be again.

forumaccount

Today's story is about how I want to compare the experience of your modpack, against playing with my mods of choice (basically, all the cool mods, especially small mods, but NOT any gun-porn mods that add piles more guns to the game). Maybe I'll discover some cool new mods from trying your pack!

So I'm skimming the instructions, zooming along, it says delete all your mods. Okay! ZAP! Game won't launch... re-read the instructions more carefully, oh I'm supposed to run a windows or mac shell script, that's fine I can do it manually in terminal. Oh hm. Don't delete core? Oooops.

Luckily I gzip'd all my mods before deleting them so I could return to my previous state. ;) Close call though! For a little while I was feelin mighty silly!
Steam Workshop destroys modding communities. Don't let your town become a megastore's parking lot!

Shad

Is this an aspect of the modpack, CR, or is my character just sadistic?

WinterFlare

Quote from: Shad on March 10, 2016, 12:05:42 PM
Is this an aspect of the modpack, CR, or is my character just sadistic?

That's what happens when your weapons are too good, and their armor is shit. Nothing to block the blow means whatever you hit takes full damage, and as far as I'm aware power arms are pretty powerful.

This is why whenever I want to capture prisoners (for one reason or another) I use a PDW (because it does a bunch of low damage hits that won't individually destroy limbs). Likewise, when I have a berserk colonist I use something of a medium damage (or if I could get federation weapons I'd use those) because if you try to knock down your own colonist with fists, it will take too long / have too many injuries (plus eye damage), and if you use something too strong they'll lose arms / legs / ect.