[A13] Mod MEGA PACK

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

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Justas love

Dont play with any other mods. No matter how small they are

crusader2010

@Tuco: probably you changed the order of some mods. That's what happened to me when not being careful with this. The colony is not lost. First of all try reloading it again and see if it works. If not, I recommend getting the modsconfig.xml from my pack and readd whatever mods you were using. Also, another cause for that behavior is that you didn't exit the game after changing the mods/order/etc. Moreover, i cannot guarantee that those extra mods you are using did not corrupt the save...
My mod pack: {A13} Mod Mega Pack

Undecided

Anyone else having line-of-sight issues with embrasures? Can't force-fire (or auto-fire) through adjacent embrasures, making them functionally no different than walls. Does low-visibility weather cause issues with embrasures? Minimum weapon distance? Something else I might be missing?

Justas love

Quote from: Undecided on May 28, 2016, 02:57:49 PM
Anyone else having line-of-sight issues with embrasures? Can't force-fire (or auto-fire) through adjacent embrasures, making them functionally no different than walls. Does low-visibility weather cause issues with embrasures? Minimum weapon distance? Something else I might be missing?
I never used embrasures because i thaught enemies won't actualy shoot my colonists, but when i did - my thaughts became living trueth

crusader2010

The last CR update fixed that. Colonists can shoot through them just fine unless they aren't tall enough (or something), or the weapon cannot shoot over a 75% protective wall (counted from the ground up, in terms of colonist height)
My mod pack: {A13} Mod Mega Pack

Undecided

Ah, I was one version behind. Good to know.

So has anyone confirmed which turrets cause the TraverseParm errors? Is it only Vanilla Turret mod's auto-turrets that cause the bug, or do other mods' turrets also have issues?

crusader2010

Quote from: Undecided on May 28, 2016, 05:30:47 PM
Ah, I was one version behind. Good to know.

So has anyone confirmed which turrets cause the TraverseParm errors? Is it only Vanilla Turret mod's auto-turrets that cause the bug, or do other mods' turrets also have issues?

I only found those from MoreVanillaTurrets, and only the automatic ones. The gun/rocket emplacements work fine. About the embrasures, there was a patch made by someone, that improved their behavior so as to be able to target colonists behind them. You can find it among the last pages of the CR thread - so the version is 1.6.51 basically. Will have to check if further updates are available :)
My mod pack: {A13} Mod Mega Pack

Undecided

#292
Regarding the embrasure issue, can't get them to work even after overwriting the mods folder with the latest version. What submod specifically address the embrasure line-of-sight issue?

Edit: Copied Rimworld directory, so I could delete everything but core and make an entirely fresh install of nothing except the latest modpack. Still had the embrasure issue, oddly enough. Can anyone else verify whether embrasures work with the latest version?

Edit2: Issue seems related to range? Shooter has no line of sight unless three tiles away from an embrasure (that is, two empty tiles between the embrasure and the shooter). Anything closer and line of sight is lost. This is regardless of weapon type or target range.

Rekxar

Quote from: Undecided on May 28, 2016, 09:00:00 PM
Regarding the embrasure issue, can't get them to work even after overwriting the mods folder with the latest version. What submod specifically address the embrasure line-of-sight issue?

Edit: Copied Rimworld directory, so I could delete everything but core and make an entirely fresh install of nothing except the latest modpack. Still had the embrasure issue, oddly enough. Can anyone else verify whether embrasures work with the latest version?

Edit2: Issue seems related to range? Shooter has no line of sight unless three tiles away from an embrasure (that is, two empty tiles between the embrasure and the shooter). Anything closer and line of sight is lost. This is regardless of weapon type or target range.

I had this issue a week or two earlier, havent had it since. The issue was specifically with teenager (under 18yo) colonists not being able to shoot over them. I believe the game considers them shorter or something so they can't reach over the 75% required height to shoot. This is my assumption based on what I observed though and I haven't had the issue since not using anyone classified as a teenager

magik20

For Combat Realism (I think this is the mod that implements ammo for guns)

is there any way to have pawns self-equip the right ammo for the gun they are carrying?  I'm finding the amount of micro-management needed to make sure they have ammo a bit pain in the ass.

Undecided

Quote from: Rekxar on May 29, 2016, 03:36:05 AMI believe the game considers them shorter or something so they can't reach over the 75% required height to shoot.

Yup, you were correct. Nice catch, I would have never thought to check the age for this sort of bug. Thanks.

crusader2010

Quote from: magik20 on May 29, 2016, 11:36:48 AM
For Combat Realism (I think this is the mod that implements ammo for guns)

is there any way to have pawns self-equip the right ammo for the gun they are carrying?  I'm finding the amount of micro-management needed to make sure they have ammo a bit pain in the ass.

The only way now is through loadouts. And remember not to worry too much about it. You can include more ammo types in a loadout, then right click on the Reload button to change between them. Get your colonists backpacks and vests and there won't be any issue with the weight/bulk.
My mod pack: {A13} Mod Mega Pack

Undecided

#297
Crusader, not sure if it's intentional balancing or a bug, at least some of the CR turrets seem incapable of firing through embrasures. Possibly due to height issues? I've only tested Heavy Auto-Turrets, but I think some of the others have the same issue.

Also looks like the autonomous turrets from the CombatRealism Defence mod are also having the TraverseParam bug

cakeonslaught

#298
My game keeps crashing after a few hours of playtime. I noticed my log file is 20Mb, and it seems to be spamming an error regarding a railgun, and one regarding a "psychic emanation" event. Does anyone know what mod the railgun is from? Does anyone know how to disable the Psychic Emanation event, or where it's found in the defs?

System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.IncidentWorker_PsychicEmanation.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Railgun (normal) burst fire shot count is same or higher than auto fire

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


EDIT: I discovered that the mechanoid ship part event is referred to as the psychic emanator in the defs. I set the probability to 0 and my log seems fine after playing a while. Not sure yet if this was the cause of the crashes.

crusader2010

#299
Quote from: Undecided on May 29, 2016, 12:08:51 PM
Crusader, not sure if it's intentional balancing or a bug, at least some of the CR turrets seem incapable of firing through embrasures. Possibly due to height issues? I've only tested Heavy Auto-Turrets, but I think some of the others have the same issue.

Also looks like the autonomous turrets from the CombatRealism Defence mod are also having the TraverseParam bug

Yep, most likely it's a height issue, but possibly for balancing. It makes you have a dynamic defense rather than hide behind 3 layers of walls. You can circumvent this by placing the turrets 3 tiles away from any embrasure (but do note that it'll be like those embrasures are not there if raiders shoot at the turrets!!), and use the colonists in-between :)

@Undecided: please post in the CR thread about it... I think something broke in the latest CR patch because I did not have those TraverParms errors some time ago. I believe [skullywag] is trying to maintain CR and has a github repository where you can post about these errors (the link is among the last pages of the CR thread).

@cakeonslaught: I never had that issue before and it might as well be something with some mod... but I don't know which one (if any) does something linked to the mechanoid ship event. Nevertheless, it does seem strangely familiar to another CR bug, which I urge you to post about in the respective thread + skullywag's github (see my previous paragraph).
My mod pack: {A13} Mod Mega Pack