[A13] Mod MEGA PACK

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

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Undecided

#270
Quote from: crusader2010 on May 26, 2016, 03:04:46 PMAbout 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!

Moving the mods as suggested didn't fix the error, but after further testing I strongly suspect it has something to do with CR. As far as I can tell, it looks like CR intentionally disabled the autonomous targeting ability of artillery to make it micromanaged weapon. This change inadvertently affects all indirect-fire/artillery weapons (which are all technically just variants of mortars), meaning none of the stationary, indirect fire weapons work as intended.  Those that cannot be force-fired and are intended to target autonomously will break entirely.

That's my theory anyway, and various tests and the log in developer mode seem to support this conclusion. So you probably won't be able to add any mods containing other indirect fire weapons unless you create special CR compatibility patches.

(Also, unrelated question, but how do you swap ammo types for stationary turrets like the 90mm?)

crusader2010

#271
That might be it. I believe it's not an error but a desired change. And yes, every mod that adds weapons and turrets should provide a CR compatibility patch (ED-MoreVanillaTurrets works without though; probably others too, but they might be [under]overpowered). When I get some time I'll test with moving the Hospitality mod after both CR and TradeCaravans, and with removing Misc_Incidents (see here: https://ludeon.com/forums/index.php?topic=11444.msg223983#msg223983).

Quote(Also, unrelated question, but how do you swap ammo types for stationary turrets like the 90mm?)

Isn't right clicking on the reload button showing up any ammo options? if not, then you can create small stockpiles near the mortars and restrict them to what you want. I know, it's cumbersome, but there are no systems in place to deal with this (e.g.: choose the priority of ammo types for weapons that use multiple ones; restrict stockpiles to not only the types of items to hold but also the number of items from each type; etc).

You COULD set up something that works more or less... like having several stockpiles one after the other, each of them restricted to one type of ammo, positioned straight behind where the pawns are sitting to man the mortar. This way, when the closest ammo gets used up, they are going to reload with the second...and so on. Unfortunately you cannot restrict the number of shells (as far as I know), unless you control how many you make and keep changing priorities to the stockpiles so that those near the mortar get only the amount of shells that you want.
My mod pack: {A13} Mod Mega Pack

Tatte

#272
Not getting Errors, but also not getting any sound...

Plot twist, Earbuds where un-plugged...
~Tatte~

crusader2010

Quote from: Tatte on May 27, 2016, 02:31:39 AM
Not getting Errors, but also not getting any sound...

Plot twist, Earbuds where un-plugged...

Now you can hear those pesky barbarians coming to eat your muffalo pet :D
My mod pack: {A13} Mod Mega Pack

pieronskihahar

I got some problems :c
What does this mean?


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crusader2010

Quote from: pieronskihahar on May 27, 2016, 07:26:58 AM
I got some problems :c
What does this mean?

Those errors you can ignore. The armor penetration ones are related to the Westernization/CR mods, while the others are harmless. If you also see one related to TraverseParms - it's under investigation (and you should delete your log file before starting a game since it's going to get very large and lag out your game).
My mod pack: {A13} Mod Mega Pack

LouisTBR

Lovin' It! Just one thing I have noticed:

The Wargfur rug's description specifies that it is made from 'Hare Fur'.

Ah, look! Muffalo, Boomrat... Human... Oh well, the description is brilliant!
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

crusader2010

Quote from: Louisthebadassrimworlder on May 27, 2016, 12:42:25 PM
Lovin' It! Just one thing I have noticed:

The Wargfur rug's description specifies that it is made from 'Hare Fur'.

Ah, look! Muffalo, Boomrat... Human... Oh well, the description is brilliant!

Thank you for the kind words! You should probably contact that mod's author and let him know about the warg's treason  ;D ;D ;D
My mod pack: {A13} Mod Mega Pack

LouisTBR

Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

Undecided

#279
Crusader, did some further testing in RimWorld. I nailed down the issue:

It's the turrets. Any class of turret, not just mortars like I previously thought. I can reliably reproduce the TraverseParms spam bug by adding certain turrets to trigger it, and deleting the turrets to stop it instantly. I suspect it's a compatibility issue between CR and other mods' turret.

It's worth noting that the turrets seem to function properly (shooting targets that come into range) despite the error spam. The exact error message is largely identical to the image I posted in my previous post.

crusader2010

Quote from: Undecided on May 27, 2016, 10:17:00 PM
Crusader, did some further testing in RimWorld. I nailed down the issue:

It's the turrets. Any class of turret, not just mortars like I previously thought. I can reliably reproduce the TraverseParms spam bug by adding certain turrets to trigger it, and deleting the turrets to stop it instantly. I suspect it's a compatibility issue between CR and other mods' turret.

It's worth noting that the turrets seem to function properly (shooting targets that come into range) despite the error spam. The exact error message is largely identical to the image I posted in my previous post.

Yep, I came to the same conclusion yesterday - it's from the "More vanilla turrets" and the error happens for any of the automatic turrets that are on the map. I've contacted the author to let him know :) No amount of mod reordering seemed to stop the spam either. Thanks!  8)
My mod pack: {A13} Mod Mega Pack

kaizokoo

So i started playing this mod and all my colonists refused to clean the rubble in my base.
I have them all on 1 for cleaning and even moved clean to the number 1 priority on the left.
Why are they not cleaning ?
They are all Idle doing nothing

kaizokoo

Quote from: kaizokoo on May 28, 2016, 09:33:50 AM
So i started playing this mod and all my colonists refused to clean the rubble in my base.
I have them all on 1 for cleaning and even moved clean to the number 1 priority on the left.
Why are they not cleaning ?
They are all Idle doing nothing
Ok so i just found out i have to designate a Cleaning area.
I feel like this is something I should have been made aware of when using this mod.
Maybe I missed it ?

crusader2010

Quote from: kaizokoo on May 28, 2016, 09:38:05 AM
Quote from: kaizokoo on May 28, 2016, 09:33:50 AM
So i started playing this mod and all my colonists refused to clean the rubble in my base.
I have them all on 1 for cleaning and even moved clean to the number 1 priority on the left.
Why are they not cleaning ?
They are all Idle doing nothing
Ok so i just found out i have to designate a Cleaning area.
I feel like this is something I should have been made aware of when using this mod.
Maybe I missed it ?

Are you seriously asking me to write a guide in which to mention what each of the 80+ mods brings new? :o Unfortunately, even if I wanted to, the first post is nearing the maximum character limit and I can't add more info without sacrificing more important stuff.

If you read some of the previous pages you'll see that other people had the same issue and some of them also mention the cleaning area. It's actually mentioned quite a bit :)
My mod pack: {A13} Mod Mega Pack

Tuco

Hi Crusader,
I've been using your mod for awhile now with a few additional mods added, small ones like Right Tool for the Right Job as an example, etc...
I'm using the latest version of your Mod Pack as well as the latest version of CCL.  Currently have a mature colony and absolutely no problems playing on a Ludicrous Map size for the last week until last night.  I had a Pawn who got stuck in the reloading forever bug and unable to Fire the weapon whether through drafting the action or as a Hunter.  Also, I'm playing on permadeath mode and last night I exited the game after having the Pawn drop the weapon and ammo and proceeded to just manufacture another weapon for the pawn.  It was getting late so I exited the game.  This Morning I went to load the colony and It took around 20 minutes to load (Normal load time was under a minute-more like 20-30 seconds).  After finally loading the Map I was missing a ton of things;  all the grass was gone, my farm plots empty but trees were still present.  Also a bunch of items like small plasma generators, granite walls, embrasures disappeared, etc... the list goes on.
It seems my data file and/or save got corrupted but I wanted to see if you've seen anything like this occur before?  I'm attaching the output file here.
I don't expect a definitive answer to my problem as it may simply be a bad save.  I have a high end Alienware system so memory, cpu, video gpu x3 is not a problem, plenty of resources and 'horepower'.
I think before I go ahead and drop my current colony and start another it might help if you have any guidelines when creating a new world using the Mega Mod Pack, Maximum Map/World size etc....  I normally just Max out everything and have had no problems playing but this is the first time I have grown a colony this large.  I will point out I only have 7 colonists plus some tamed animals but the Map was starting to gain a lot of items, carcasses included and therefore the number of items was growing large but savegame file around 10 megs.
Any suggestions would be appreciated.


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