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

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

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Undecided

#60
Quote from: Jerethi50 on July 19, 2014, 09:52:14 AM
Probably not, Would need to load a game back before they were gone, and not use the large batteries, I will look into the problem and try to get it fixed, but i cant promise anything. Architect is better suited to fix it, but he is also pretty busy, so i will give it a try in the meantime.

Yay, you managed to salvage my broken games! You're the best!

Also, minor bug reports:

- Certain trading ships have higher buy prices than sell prices. (e.g., farming ships with metal crates). It can easily be exploited to steal all their silver by re-buying and re-selling items multiple times from them in the same visit.

- Nuclear Lamps give off no visible light

- Decayed nuclear waste cannot be hauled to stockpiles. There's an option for nuclear waste under stockpile options, but it doesn't seem to work. (Maybe confusion between "active" nuclear waste and depleted nuclear waste?) It can still be hauled to construction sites for nuclear lamps though, for some reason.

- Rimrat meat can't be placed into crates (maybe allow it to be used to make boomrat meat crates?)

- When deconstructed AA guns leave behind and invisible and apparently un-deconstructable turret piece which renders a square permanently blocked/unusable.

The last one might be more for the developer of the AA gun mod, but the rest are minor fixes which should be pretty easy to tweak, I hope. Keep up the good work!

Jerethi50

#61
Quote from: Undecided on July 19, 2014, 02:24:05 PM
Quote from: Jerethi50 on July 19, 2014, 09:52:14 AM
Probably not, Would need to load a game back before they were gone, and not use the large batteries, I will look into the problem and try to get it fixed, but i cant promise anything. Architect is better suited to fix it, but he is also pretty busy, so i will give it a try in the meantime.


Yay, you managed to salvage my broken games! You're the best!

Also, minor bug reports:

- Certain trading ships have higher buy prices than sell prices. (e.g., farming ships with metal crates). It can easily be exploited to steal all their silver by re-buying and re-selling items multiple times from them in the same visit.

- Nuclear Lamps give off no visible light

- Decayed nuclear waste cannot be hauled to stockpiles. There's an option for nuclear waste under stockpile options, but it doesn't seem to work. (Maybe confusion between "active" nuclear waste and depleted nuclear waste?) It can still be hauled to construction sites for nuclear lamps though, for some reason.

- Rimrat meat can't be placed into crates (maybe allow it to be used to make boomrat meat crates?)

- When deconstructed AA guns leave behind and invisible and apparently un-deconstructable turret piece which renders a square permanently blocked/unusable.

The last one might be more for the developer of the AA gun mod, but the rest are minor fixes which should be pretty easy to tweak, I hope. Keep up the good work!

Noted! i will look into all of these for the next release.

Undecided

Quick question: Does anyone know how the overloaded powergrid event works? The warnings are a bit vague. Is the overload hazard based overproducing by a certain %, or based on a fixed amount? Does having batteries (especially non-full ones) have any effect?

Jerethi50

I am not certian but i think it happens when your producing more power than you use, and all your battery's are full, or close to full. but not 100% sure.

Killaim

Quote from: Jerethi50 on July 20, 2014, 12:06:57 AM
I am not certian but i think it happens when your producing more power than you use, and all your battery's are full, or close to full. but not 100% sure.

i cleared out all my batteries and had one battery that i got to full power and instant event when i click it.

also

"so my question is this, Would you guys prefer to have every food type packable and thus have to build two separate canning benches, or would you prefer to leave it as one and not be able to crate pack everything."

i pretty much do this when i build them each time - giving them a nearby assortiment of the goods that the table only packages.

So yes! please do make separate tables.

i would even go as far to suggest making a table for making package containers all on its own too - and instead of metal being the requirement in the food packages it would be containers.

Undecided

#65
Quote from: Killaim on July 20, 2014, 04:35:47 AM
So yes! please do make separate tables.

I agree with the multiple benches idea too. Although you could also probably simplify logistics on top of it by merging some items, like boomrat, rimrat, and squirrel meat being used to make just "rodent meat crates" or AlphaMuffalo and Muffalo meat just making "muffalo meat crates".

Quote from: Killaim on July 20, 2014, 04:35:47 AM
i would even go as far to suggest making a table for making package containers all on its own too - and instead of metal being the requirement in the food packages it would be containers.

I also like the above idea of packaging. Maybe using wood crates as an alternative material? Or if you're feeling ambitious, maybe even a wood -> paper pulp -> cardboard -> boxes logistics chain.

P.S. a few more minor issues/requests:
- Equipment Racks should have all items under a Weapons header/category so you can deselect all weapons at once, and manually re-enable the ones you want. As it is you have to manually unselect 50+ checkmarks for each and every equipment rack, making them a huge hassle to manage.

- Packaged Survival Meals should be stackable, though I know it's not a bug with the mod so much as the vanilla game. But when a siege comes along and drops 500+ of these badboys, they take up so much storage space that I actually find it easier to destroy them then to use them  :(

- Packaging Uranium & Coal. It would be a neat idea to have emergency fuel reserves for when you have shortages so you can re-activate an old mothballed reactor. Problem is that without the ability to stack them into crates, fuel takes up so much space you might as well just use batteries.

- Add the ability to destroy potential clutter, maybe at the creamatorium, or burned for fuel at the coal burner. Nuclear waste, stone, logs, clothes, woodmulch, and (unstackable) packaged survival meal. The ability to recycle weapons and armor into metal would also be even better like in the TTM mod, but that might be a pain to code, and I know I'm already asking enough.

Jerethi50

Quote from: Undecided on July 20, 2014, 12:29:09 PM
Quote from: Killaim on July 20, 2014, 04:35:47 AM
So yes! please do make separate tables.

I agree with the multiple benches idea too. Although you could also probably simplify logistics on top of it by merging some items, like boomrat, rimrat, and squirrel meat being used to make just "rodent meat crates" or AlphaMuffalo and Muffalo meat just making "muffalo meat crates".

Quote from: Killaim on July 20, 2014, 04:35:47 AM
i would even go as far to suggest making a table for making package containers all on its own too - and instead of metal being the requirement in the food packages it would be containers.

I also like the above idea of packaging. Maybe using wood crates as an alternative material? Or if you're feeling ambitious, maybe even a wood -> paper pulp -> cardboard -> boxes logistics chain.

P.S. a few more minor issues/requests:
- Equipment Racks should have all items under a Weapons header/category so you can deselect all weapons at once, and manually re-enable the ones you want. As it is you have to manually unselect 50+ checkmarks for each and every equipment rack, making them a huge hassle to manage.

- Packaged Survival Meals should be stackable, though I know it's not a bug with the mod so much as the vanilla game. But when a siege comes along and drops 500+ of these badboys, they take up so much storage space that I actually find it easier to destroy them then to use them  :(

- Packaging Uranium & Coal. It would be a neat idea to have emergency fuel reserves for when you have shortages so you can re-activate an old mothballed reactor. Problem is that without the ability to stack them into crates, fuel takes up so much space you might as well just use batteries.

- Add the ability to destroy potential clutter, maybe at the creamatorium, or burned for fuel at the coal burner. Nuclear waste, stone, logs, clothes, woodmulch, and (unstackable) packaged survival meal. The ability to recycle weapons and armor into metal would also be even better like in the TTM mod, but that might be a pain to code, and I know I'm already asking enough.

hahaha guys, Im just merging mods, making a few changes when i have to, I'm not redesigning people mods to function differently :), You need to be making these requests at the mod makers original threads. Keeping mods updated and adding new mods to the mix (without breaking everything) is enough work for me :)

Killaim

hehe ok.

also im playing on a desert valley map now - veeery barren and again plants die and dont respawn (wild food items only)

and animals cant survive for long since grass also dont regrow
(is this on purpose ?) (i started herding muffalos into a fence area and fed them to keep as a backup.

I havent used the Big Batterys or Small batterys but it does seem like there still something up with plants and animals (unless its a feature of the Barren valley i dont know about)

ItchyFlea

Quote from: Killaim on July 20, 2014, 10:28:44 PM
hehe ok.

also im playing on a desert valley map now - veeery barren and again plants die and dont respawn (wild food items only)

and animals cant survive for long since grass also dont regrow
(is this on purpose ?) (i started herding muffalos into a fence area and fed them to keep as a backup.

I havent used the Big Batterys or Small batterys but it does seem like there still something up with plants and animals (unless its a feature of the Barren valley i dont know about)
Tynan did balancing work on the plants (mostly grass) to try and prevent them from taking over the map. The downside to that is that in some situations on some maps, the grass and other food plants completely die off.
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

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Jerethi50

An update for this will be coming either tonight or sometime tomorrow guys :)

ztkpeppard

Was just wondering jerethi did you manage to fix the large and small batteries issue with launching the events?

Mr5by5

I don't suppose there is any way to incorporate a way to disable one of the mods in the pack, is there?  Using the Colonist Creation mod always feels like cheating to me...silly I suppose, but it does.

Undecided

Quote from: Jerethi50 on July 21, 2014, 09:33:14 AM
An update for this will be coming either tonight or sometime tomorrow guys :)

Sounds good! Hope to hear about the changelog soon.

Quote from: Mr5by5 on July 22, 2014, 12:56:34 AMI don't suppose there is any way to incorporate a way to disable one of the mods in the pack, is there?  Using the Colonist Creation mod always feels like cheating to me...silly I suppose, but it does.

An easier workaround that doesn't involve tinkering with files is possible. If you want truly random pawns, just open dev mode and choose [Spawn pawn] -> [Colonist]. And you'll get a 100% randomized pawn. Then you just kill off or imprison your Colonist Creation Mod pawns.

Jerethi50

Some RL Issues have cropped up, I haven't gotten to work on the mod yet. and there seems to be a lot of mods that need updating in the pack already, so the next release is going to be a bit delayed, cant say for how long at the moment, but hopefully not more than a few days tops.

ztkpeppard

No need to rush. Would rather have to wait an extra week and have a really well put together pack than get it immediately and it have tons of game breaking bugs.