[MODPACK] (Alpha 5) All In One Mod Pack (ON HOLD)

Started by Jerethi50, July 16, 2014, 11:38:16 AM

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Strangelove

Quote from: Jerethi50 on August 01, 2014, 11:29:52 PM
V 1.4 : Added two new mods Apparello and Machine Gun Nests, Updated Colonist Creation mod to latest version Which adds the ability to use default colonist generation by picking "no" when it asks you if you want to use colonist creation mod. I requested this change for those of you who didn't wish to use the mod.


8) ;D 8)

nordstage

Thank you for taking the time to compile this pack. It's working great and adding lots of fun to the alpha!

If you have the skillset/time/motivation I suggest you make the pack selectable - as in you pick what mods you want activated.

Jerethi50

Quote from: Strangelove on August 02, 2014, 05:34:24 AM
Quote from: Jerethi50 on August 01, 2014, 11:29:52 PM
V 1.4 : Added two new mods Apparello and Machine Gun Nests, Updated Colonist Creation mod to latest version Which adds the ability to use default colonist generation by picking "no" when it asks you if you want to use colonist creation mod. I requested this change for those of you who didn't wish to use the mod.


8) ;D 8)

Lol, Thanks :P

Jerethi50

Quote from: nordstage on August 02, 2014, 06:38:54 AM
Thank you for taking the time to compile this pack. It's working great and adding lots of fun to the alpha!

If you have the skillset/time/motivation I suggest you make the pack selectable - as in you pick what mods you want activated.

Yea...... that would be a bit beyond my skillset lol, But i will continue to try to find ways to accommodate you guys, just, cant promise anything lol.

Jerethi50

V 1.4.1: Quick update of apparello to 1.1, Now there are new clothing options when you generate colonists, though keep in mind the hive armor, steam hull and Scyther armors are intended to be late game gear and starting with them is a bit cheaty :P

murlocdummy

Is there any way to change the font color for text?  Itchyflea's Map Generator mod is causing messages to be unreadable.

Jerethi50

Quote from: murlocdummy on August 03, 2014, 12:24:53 AM
Is there any way to change the font color for text?  Itchyflea's Map Generator mod is causing messages to be unreadable.

Uhh, how do you know what mod is causing that ? and also i havent run across that problem any, no one else has reported it here. so im not really sure what you mean or how to fix it.

Edit: Ohh, do you mean the snow maps, when messages appear in the upper left ? Hmm Im not aware of anyway to change the font color of those messages.

Phroster

Great work, been having alot of fun with these mods.

Only problem I have, how do I get rid of the nuclear waste?
When I make a stockpile and designate it for nuclear waste, it doesn't hauled, I noticed that the name for the item is "nuclear waste" in the stockpile and "depleted nuclear waste" on the ground, so maybe changing the name will fix that.

Think I found the problem,
in Mods\AIOMod\Defs\ThingDefs\misc.xml,
There are defs for Nuclear waste and depleted nuclear waste, when I change the labels to match each other, I can't load my old save. But I can start a new game, perhaps it is possible to fix the problem without starting a new game? Although I have no idea how to do this.
Perhaps if this works, you could use it in your next update.



Jaxxa

I think the idea is that Nuclear waste automatically turns into depleted nuclear waste after a few days. And then you are able to move it into a stockpile. I don't know if that is working in the latest version it not as I have not gotten to build a reactor yet in the current version.

PS, there is a new version of the shield mod for when you next update this.

Phroster

Yes I noticed now it changes into nuclear waste, but this cannot be hauled even if I right click and try to make a pawn haul it. The popup menu doesn't appear.

So I looked at the Mods\AIOMod\Defs\ThingDefs\misc.xml again.
The part for NuclearWaste didn't have " <alwaysHaulable>true</alwaysHaulable> " and " <resourceCountPriority>Middle</resourceCountPriority> " in there.
Now I added that, and the waste gets hauled now! ( the initial waste cannot be stored, as intended. )

(made some more changes)

I'm new at this so I'm not sure if anything else needs to be changed. But it seems to work now.

Also my old save still works. Perhaps you can update the mod if you checked nothing gets broken now.

Jerethi50

Quote from: Phroster on August 03, 2014, 07:32:45 PM
Yes I noticed now it changes into nuclear waste, but this cannot be hauled even if I right click and try to make a pawn haul it. The popup menu doesn't appear.

So I looked at the Mods\AIOMod\Defs\ThingDefs\misc.xml again.
The part for NuclearWaste didn't have " <alwaysHaulable>true</alwaysHaulable> " and " <resourceCountPriority>Middle</resourceCountPriority> " in there.
Now I added that, and the waste gets hauled now! ( the initial waste cannot be stored, as intended. )

I'm new at this so I'm not sure if anything else needs to be changed. But it seems to work now.

Also my old save still works. Perhaps you can update the mod if you checked nothing gets broken now.

ahh thanks! i forgot about this little bug and never got it fixed, thanks for bringing it to my attention and finding a fix, I will implement it in the next version i release. That may be a while though, rl stuff is keeping me busy for a bit. might not be until alpha 6, so if some one wants to post a version of the fixed file here that would be fine with me in the meantime.

Phroster

Ok this is the edited file.

-changed storeCategories of "depleted nuclear waste" to chunk, it was the other way around
-changed "depleted nuclear waste" being haulable instead of the "nuclear waste", it was the other way around
-removed "nuclear waste" from stockpile and added "depleted nuclear waste" to it.

One little thing, the max stack is 1, dunno if this also intended, but I left it this way.
Perhaps Jerethi50 can put this in the modpack?

Also I tested my old save, and it still works.




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2rok

I reinstalled the game, downloaded a fresh copy of your mod, had no other files in the mod folder other than yours. Still: Strawberry beds and pink textures in the menu for them (only for the big beds).
Also, before the fresh install, I would have the strawberry textures for a while after starting a colony and then at some point they disappear and the right textures appear. Well not anymore, now they just stay forever :(.
And it's not just a strawberry, it looks like a giant strawberry most of the time but the texture actually changes sometimes, to a giant MRE and something else I haven't figured out yet.

A few days ago I also posted about there only being 3 kinds of maps generated by the new map gen. After a bit of reading on the map generator page I realized these are actually the maps it generates and there is nothing wrong with it. I still think it's bugged because I get the canyon map about half of the time I click on "start a new colony" and it can be quite frustrating if you don't want that kind of map. Might be just me....

Killaim

Quote from: 2rok on August 04, 2014, 04:52:52 AM

A few days ago I also posted about there only being 3 kinds of maps generated by the new map gen. After a bit of reading on the map generator page I realized these are actually the maps it generates and there is nothing wrong with it. I still think it's bugged because I get the canyon map about half of the time I click on "start a new colony" and it can be quite frustrating if you don't want that kind of map. Might be just me....

hm not happening to me the map gen thing - was starting a game tried a couple of times to get a map i liked
these the ones that showed

"valley ice"
"open fields"
"fertile normal"
and then ended up with giant open map with no hills just a few chunks of heavy loaded metal hills

StorymasterQ

"Metal hills"

I imagine some sort of tall structure with some people like KISS at the top.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here