[A13] Mod MEGA PACK

Started by crusader2010, May 03, 2016, 01:58:23 PM

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Fridolin

#255
Thanks for reply.

With this construction, the fabric will not produce more than 50 components .

EDIT: place a storage zone between the hoppers ( important ) and another storage zone ( critical ) where you need. or wherever :)

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crusader2010

Quote from: Fridolin on May 25, 2016, 10:58:36 AM
Thanks for reply.

With this construction, the fabric will not produce more than 50 components .

Probably because components stack to 50. Haul them from the exit point of the factory and it's going to start again (I hope). I believe it has no room to deliver the "product" ;)
My mod pack: {A13} Mod Mega Pack

Undecided

I started a new game, and compared to one or two versions ago (of this modpack) the permitted number of factions per map seems to have spiked from the default five to what is now ~15.

While I understand the increase in factions is in the interest of game flavour (four pirate bands and one town doesn't make for much variety in raids!), it inadvertently makes the game much, much easier: with so many factions at once, and so many of them hating one another, they regularly wipe out each other's caravans on a daily basis, leaving behind massive piles of humanoid corpses (and all their weapons and ammo) and dead pack animals (and the huge piles of trade goods they were carrying with them). I'm basically drowning in loot at this point, collecting it faster than I can have the haulers move it to orbital beacons for selling.

Do you know which mod addition or update might be causing this issue?

crusader2010

Try the TradeCaravans mod, yet i'm not sure about this. Probably you are just lucky they spawn at the same time. I've never had this issue, but I'm not playing on hard difficulties either :)
My mod pack: {A13} Mod Mega Pack

Undecided

Trade convoys wiping each other out is a sort of fixed reward, meaning it doesn't really scale up or down with colony size. You might just play with a larger average colony size, which means you can manufacture more wealth per hour and hence find trade convoy loot less valuable. Or with a larger/richer colony you might attract larger raid sizes, meaning you get a lot more loot from off-map arrivals (raiders), making trade convoy deaths a smaller reward in comparison.

But I guess it ultimately doesn't matter since you said you don't develop the mods, only repackage them. I'll have to just disable or tweak the settings for the TradeConvoy mod for now.

Although while I'm here, I had a question: The combat realism and all the ammo types adds so many things to my resource sidebar that it runs off screen and I can't see everything. Is there some game setting you use to make all your stockpiled goods display properly in the resource sidebar? Or do you just not use it anymore?

crusader2010

Quote from: Undecided on May 26, 2016, 05:20:54 AM
Trade convoys wiping each other out is a sort of fixed reward, meaning it doesn't really scale up or down with colony size. You might just play with a larger average colony size, which means you can manufacture more wealth per hour and hence find trade convoy loot less valuable. Or with a larger/richer colony you might attract larger raid sizes, meaning you get a lot more loot from off-map arrivals (raiders), making trade convoy deaths a smaller reward in comparison.

But I guess it ultimately doesn't matter since you said you don't develop the mods, only repackage them. I'll have to just disable or tweak the settings for the TradeConvoy mod for now.

Although while I'm here, I had a question: The combat realism and all the ammo types adds so many things to my resource sidebar that it runs off screen and I can't see everything. Is there some game setting you use to make all your stockpiled goods display properly in the resource sidebar? Or do you just not use it anymore?

There is a textured button at the lower right side of the screen that categorizes them into 5-6 types only, and subtypes of those etc. From there on , you can choose which to keep visible(more or less). For example I am keeping cloth, medicine and meals, while for the rest I'm keeping the objects' tree collapsed.

I don't remember how this little button looks like, but mouse over all of them and you'll find it (the ones with little red X-es in corner). There are just a few to look at.
My mod pack: {A13} Mod Mega Pack

Rekxar

Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic

crusader2010

#262
Quote from: Rekxar on May 26, 2016, 08:25:58 AM
Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic

Unfortunately I can't help with that since I have no idea what goes on behind the scenes. Got little time to start learning how to mod this game, and I cannot find any proper tutorials. Probably when the game goes out of alpha I'll tackle this "project", as I like coding in general...just need to learn this game's specifics.

Back on topic, you should probably contact the author of TradeCaravans (and/or other mods that add factions) and ask him about this issue. I'm sure some kind of check can be done to not send a rival caravan before the first one has left the map. Even so that, from what you are experiencing, it seems to imbalance the game quite a bit (even if it's a remote chance).
My mod pack: {A13} Mod Mega Pack

Undecided

Oh, neat. Thanks for the info guys.

By the way, is anyone suffering broken mortar targeting since the modpack's last patch? Manual mortars don't seem to auto-fire for me (only force attack works), but doesn't produce an error. Automatic, unmanned mortars turrets produce an error in the log every single game tick (see attachment).

Note that it might just be me since I add some mods on top of the modpack. Though I'm using the same configuration as I did during the last version of the modpack, so I suspect it may be the modpack changes causing it.




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crusader2010

Quote from: Undecided on May 26, 2016, 01:58:13 PM
Oh, neat. Thanks for the info guys.

By the way, is anyone suffering broken mortar targeting since the modpack's last patch? Manual mortars don't seem to auto-fire for me (only force attack works), but doesn't produce an error. Automatic, unmanned mortars turrets produce an error in the log every single game tick (see attachment).

Note that it might just be me since I add some mods on top of the modpack. Though I'm using the same configuration as I did during the last version of the modpack, so I suspect it may be the modpack changes causing it.

That "TraverseParms" error is related to either Hospitality or CR. I'm not sure mortars are supposed to attack automatically  ;D (it seems quite dangerous in my opinion and you really need to be careful with positioning it at the start, plus the fact that it needs some kind of "clear space" to be able to shoot in the first place). What probably happens is that they don't get automatically reloaded by the pawns. Again, I'm not sure they should!

From my tests, all of the buttons work properly (it's cool to destroy poison ships from a great distance :D ). For me the mortars fired automatically AFTER setting a forced target (i.e. the pawn manning it kept reloading and shooting with it), not before!

About that error, try moving the Hospitality mod just after CombatRealism:Defense. I cannot test right now, but it's what I've gathered from that mod's author. Let me know if it gets rid of the "TraverseParms" error please!
My mod pack: {A13} Mod Mega Pack

Rekxar

Quote from: crusader2010 on May 26, 2016, 01:11:27 PM
Quote from: Rekxar on May 26, 2016, 08:25:58 AM
Ye it's the one with the bars in the bottom right, certainly makes it easier.

Have at least over a hundred days in my colony now and only once ever did one of the visitors fight with one of the caravans and they ended up stealing my prisoners and getting pissy with me for some reason. Had to pay them off later in order to not go negative rep, don't need more raids on me as it is. And I'm playing on the Challenge difficulty on Classic

Unfortunately I can't help with that since I have no idea what goes on behind the scenes. Got little time to start learning how to mod this game, and I cannot find any proper tutorials. Probably when the game goes out of alpha I'll tackle this "project", as I like coding in general...just need to learn this game's specifics.

Back on topic, you should probably contact the author of TradeCaravans (and/or other mods that add factions) and ask him about this issue. I'm sure some kind of check can be done to not send a rival caravan before the first one has left the map. Even so that, from what you are experiencing, it seems to imbalance the game quite a bit (even if it's a remote chance).

Oh I was never complaining about it, it actually works quite alright. I believe I read that the Trade Caravans author specifically wanted you to plan your caravans carefully so that no rival caravans get sight of each other and them being upset if they do is planned. I was more referring to the point that it actually almost never happens if you give the caravans some time and stagger them, at least the rivalling ones.

And ye, the mortars never do auto-aim, you gotta man them with a person and force shoot a target. The accuracy/shooting skill of the one manning it affects the accuracy of the mortar unless you use the super useful binoculars item.

La_Moose

Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?

joaonunes

Quote from: La_Moose on May 26, 2016, 04:50:44 PM
Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?

Maybe it needs research? Also, whats fubar?
Do you want your colonists to look manlier?
Get a free mustache sample here!

La_Moose

Quote from: joaonunes on May 26, 2016, 05:13:22 PM
Quote from: La_Moose on May 26, 2016, 04:50:44 PM
Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?

Maybe it needs research? Also, whats fubar?

F*cked Up Beyond All Recognition

Military jargon.

joaonunes

Quote from: La_Moose on May 26, 2016, 05:18:19 PM
Quote from: joaonunes on May 26, 2016, 05:13:22 PM
Quote from: La_Moose on May 26, 2016, 04:50:44 PM
Hey, I read back a few pages and front page so sorry if I missed this but my colonists cannot build electric smithy's, only low tech fuel ones.


Is this a mod feature or is my install FUBAR'ed?

Maybe it needs research? Also, whats fubar?

F*cked Up Beyond All Recognition

Military jargon.

Ahh, thanks xD In A13 all electric stuff needs research first, or maybe it is just the mods I have that change it xD
Do you want your colonists to look manlier?
Get a free mustache sample here!