[A13]Arbitration: Realistic Research - Overhaul, modpack, vehicles 06/13 v0.07

Started by jackarbiter, April 20, 2016, 09:22:42 PM

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eastwood6510

Hey there!

So I've been playing with this mod for a bit now (half an hour so far) and I've noticed one thing that might be a bug. My colonists won't haul 'basic tools'.

I've right clicked to get them to force haul and it says there is no place configured to store it.

To test what the problem is I've made a stockpile that allows everything in the game, and even then, the pawns have no place to store it.

jackarbiter

Quote from: Grogfeld on May 24, 2016, 10:24:50 AMconstruction speed is downgraded to 1% not 10%  like it says in notifications
Gah, plant speed too, must have tested it at 1% and left it :(

Quote from: eastwood6510 on May 24, 2016, 11:37:45 AM
My colonists won't haul 'basic tools'.

I've right clicked to get them to force haul and it says there is no place configured to store it.

Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.
Arbitration - One-folder modpack, marathon overhaul, working vehicles

eastwood6510

Quote
Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.

Cheers!

I'll get the new version and keep on playing. So far I am really enjoying the longer paced gameplay. Personally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.

So this mod was exactly what I was looking for!

Exende

Quote from: eastwood6510 on May 24, 2016, 03:02:35 PM
Quote
Gah gah. Great start, me.

Both of these are fixed in the latest version. Thanks for the reports, sorry for the trouble.

(EDIT)
Added a temporary dropbox link for those who are in the middle of testing while the Nexus updates the latest file, they are going slow due to the archival project they have going on.

Cheers!

I'll get the new version and keep on playing. So far I am really enjoying the longer paced gameplay. Personally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.

So this mod was exactly what I was looking for!

well to be fair, the people that were on the spaceship that crashed never forgot how to build such things, and if you have enough materials you should be able to rebuild it

jackarbiter

Quote from: Exende on May 24, 2016, 04:43:40 PM
Quote from: eastwood6510 on May 24, 2016, 03:02:35 PMPersonally I didn't really like how in vanilla, you can crash land with nothing but the clothes on your back and instantly start building solar panels and high-tech batteries.
well to be fair, the people that were on the spaceship that crashed never forgot how to build such things, and if you have enough materials you should be able to rebuild it

Knowing the general idea of what a thing is and knowing how to build that thing from scratch without the tools or refined goods necessary are way different. How long, in real life, if you crashlanded a university full of scientists and engineers with no tools and only raw goods, would it take to get a computer off the ground and running? Even after the 1:3 conversion of days. You think they'd have silicon chips and computer screens a month in? Now instead you've got a navy gunner, a pop star, and a medieval lordling, and one year later they've built a spaceship from scratch with the help of 5 conscripted pirates and a crashlanded sex slave.

That's always bothered me, so I made this.

Arbitration - One-folder modpack, marathon overhaul, working vehicles

zzz1000


  It's a bit different, rimworld is not just wilderness but more like post apocalyptic landscape of ruins of interstellar civilisation      .They are salvagers. Digging ruins of constructions and wrecks of mysterious hitech machinery.   Maybe not solar panels but something like wind generator some engeners maybe capabe to construt from what they found. Another thing is  people from spaceship not necessary know how to make it. People from modern cruise liner not necessary are capable to make even a wheel, not to mention guns,   and not because they a forgot something. :)

Still i realy like idea of development and progression. Since I use CR you naturaly start with bows and maybe some gun with five bullets. And it realy nice. Much more exciting experience than auto turrets

jackarbiter

Quote from: zzz1000 on May 24, 2016, 06:06:09 PMi realy like idea of development and progression. Since I use CR you naturaly start with bows and maybe some gun with five bullets. And it realy nice. Much more exciting experience than auto turrets

Thanks :)

I meant to reply to your post earlier, I had it up but didn't finish responding:

Quotewill it  work with other nice things like crash landing or hospitality and such(looks like it work)? Also what about other CR weapons, like High Caliber - is your CR is just regular CR? Or Panda mods, like Pharma, I didn't tried it, but will it work with your Panda core? What  are the pitfalls?

Other panda mods will work with the panda core, I should have the latest version of the core in there. The version of CR I have is modified but doesn't interfere with using other CR weapons or patches for weapon packs. You can use any weapon packs with a CR patch. Since they are usually made at the machining table they naturally fall into the research tree.


QuoteFirst thing I noticed, because foraging is my main food source in first days -  if I understand correctly, you could not to harvest berries without tools and tools made it potentially 14(140?) times faster.
You not need tools for that and tools do not help much, even today there lot of hand work involved. 
It's ok for wood cut, and at some extend for sowing  and, depending on plant, with harvest. 

It would take a lot of changing to vanilla to try to separate harvesting berries, farming, and treecutting, because they are all "plant work." I'd love to separate them otherwise. I may look into some way of making berries easier to get, I'm not sure if there's an amount of work for that that differs from normal plant harvesting, but I don't have a lot of time to look into it at the moment.
Arbitration - One-folder modpack, marathon overhaul, working vehicles

1000101

QuoteI spent a lot of time making sure every parent def was accounted for; I hope I have not missed any or E will be like WHAT ARE YOU DOING.

Hey!  I resemble that statement!

Anyway, interesting mod.  Personally I'd like to see some aspects of it separated into smaller stand-alone mods (such as the vehicles).  I'll keep an eye on this until it's closer to being "complete" before I start hacking it apart for my own uses.  :D
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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Grogfeld

ATVs are awesome :D Also don't take Pawns under your protection if faction that is after that Pawn has vehicles. That was a quick kidnapping :P But I could force to unmount a pirate so now I can mess with vehicles early in the game without magic, so take into consideration that it needs to be fix. There is no option to haul a vehicle, there is option to haul with vehicle.

jackarbiter

Quote from: 1000101 on May 25, 2016, 01:32:51 AM
Anyway, interesting mod.  Personally I'd like to see some aspects of it separated into smaller stand-alone mods (such as the vehicles).  I'll keep an eye on this until it's closer to being "complete" before I start hacking it apart for my own uses.  :D

:) I will be working on separating vehicles out at some point. Was hoping to catch a few bugs first, like the ones Grogfeld caught X|


Quote from: Grogfeld on May 25, 2016, 04:05:41 AM
ATVs are awesome :D Also don't take Pawns under your protection if faction that is after that Pawn has vehicles. That was a quick kidnapping :P But I could force to unmount a pirate so now I can mess with vehicles early in the game without magic, so take into consideration that it needs to be fix. There is no option to haul a vehicle, there is option to haul with vehicle.

Ha, well yeah I need to fix that unmount button or I might get a little greedy myself.

Keep in mind if the raider you unmounted was either already kidnapping or already heading toward the edge of the screen he likely set a variable that will despawn the ATV in the no-zone edge of the map (to keep the cart from getting abandoned on the edge and throwing a bunch of errors). So keep it away from the edge :D (EDIT) I've just put a check in for this so that it won't happen if colony pawns are riding unless they are in the mental state of give up and exit, but it will be a minute before I release this fix.

To haul a vehicle you have to force mount it on a drafted pawn and send them where you want it, or just have them haul with it and they'll eventually get it to storage - it's not a normal object so it can't really be hauled. I might put a button in for just taking it to storage, I'll take a look while I'm fixing the unmount button for enemies.

I hadn't had the colonist rescue since I put that feature in, it's a 50% chance that the edge guys will get ATVs but I was thinking I'd hooked into regular raids only. I will look at hooking into the colonist rescue if possible and giving them an ATV - will be hard to make it dependent on the raiders that follow since the raiders haven't spawned yet and the random value hasn't been instantiated, but I'll see if I can't make it dependent; be a nice way to get one early in game.
Arbitration - One-folder modpack, marathon overhaul, working vehicles

Justas love

Been wating for the release for quite a while, AWESOME

EDIT: did you remove some parts of CR because i can't see the ammo and the reload in the guns
EDIT2: nvm i just had to create a new new new colony

zzz1000

ATV are funny  and it speed is tempting but I still looking for a way to disable them, just personal preference.

Carts are cute but I have some issues, maybe it's some interference from other mods - some times they use it to bring something but  sometimes they take it to stockpile - load it with some things and then unload to the same stockpile at different place - drop the cart,  then take the cart and repeat same process several times until decided to do something else.


Also proposal of smoother tools curve,
mine__     0.10  -   I[0.25(+0.15)]  II[0.60(+0.50)]   III[1.20(+0.95)]   ~x12 high mechanisation
construct  0.15  -   I[0.45(+0.30)]  II[0.65(+0.50)]   III[1.05(+0.90)]   ~x7 moderate mechanisation
plant _     0.25  -   I[0.40(+0.15)]  II[0.50(+0.25)]   III[0.90(+0.65)]   ~x4 low mechanisation

Fymothar

Hmm I also have problem with Ammo and weapons, did few new colonies but nothing changed.

EDIT : Okay I think I got it figured out. Not sure if it was just me, but apparently it's about version. I first downloaded the orange box version, then swapped it with that from nexus and everything is good now.

jackarbiter

Quote from: Fymothar on May 25, 2016, 04:33:16 PM
Hmm I also have problem with Ammo and weapons, did few new colonies but nothing changed.

EDIT : Okay I think I got it figured out. Not sure if it was just me, but apparently it's about version. I first downloaded the orange box version, then swapped it with that from nexus and everything is good now.

They were the same when I uploaded them, and should be still. Make sure to use the latest CCL, if for no other reason that it'll force you to restart the game. You being everyone, not you specifically Fymothar.

Quotemaybe it's some interference from other mods

What other mods are you using?
Arbitration - One-folder modpack, marathon overhaul, working vehicles

Goldenpotatoes

Man, your release time is spot-on, just in time for summer!

Gonna be fun seeing how this plays out.