Ludeon Forums

Ludeon Forums

  • April 04, 2020, 07:14:47 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Poll

Do you use the hivemind system?

NO
YES

Pages: 1 ... 16 17 [18] 19 20 ... 24

Author Topic: [A11] Apothecarius FD - A11 FIXES - YOU NEED THOSE (19.06.2015)  (Read 180462 times)

chaotix14

  • Colonist
  • ***
  • Posts: 265
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #255 on: January 25, 2015, 05:58:41 AM »

I am using Epyk pack modpack, and for some reason, I am unable to build drone cores. I modified XML file to make lower cost, but my problem is, that pawns, for some reason, are unable to interact with hive mind. I mean, I am unable to prioritize core production and my pawns ignore hive even if I block every other crafting task (so they go hauling & cleaning).

Hmm, odd. I've taken a quick look through the files thinking maybe there's a prerequisite that might be causing it. Didn't find it in the version I have. Which aside from the changes I made to the medicine part of the mod should be a carbon copy to the one you are using, unless Epyk changed something in the files. At any rate I'd like to ask if you could check the recipe costs and verify that you have the required materials and have them set as allowed for the production, check that it has enough power and all that jazz. Sometimes you can miss the simplest things when something doesn't work the way it should. Also I'd like to suggest that you ask around on the Epyk pack thread too, if nothing else a few extra eyes never hurt.
Logged

JuliaEllie

  • Colonist
  • ***
  • Posts: 774
  • I am the one who mods.
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #256 on: January 25, 2015, 06:31:18 AM »

^this

I have nothing to do with the Epyk Pack aside from giving permission to use my mods :)

please post this in the Epyk Pack thread.

Toskin

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #257 on: January 25, 2015, 10:47:48 AM »

I am using Epyk pack modpack, and for some reason, I am unable to build drone cores. I modified XML file to make lower cost, but my problem is, that pawns, for some reason, are unable to interact with hive mind. I mean, I am unable to prioritize core production and my pawns ignore hive even if I block every other crafting task (so they go hauling & cleaning).
Hmm, odd. I've taken a quick look through the files thinking maybe there's a prerequisite that might be causing it. Didn't find it in the version I have. Which aside from the changes I made to the medicine part of the mod should be a carbon copy to the one you are using, unless Epyk changed something in the files. At any rate I'd like to ask if you could check the recipe costs and verify that you have the required materials and have them set as allowed for the production, check that it has enough power and all that jazz. Sometimes you can miss the simplest things when something doesn't work the way it should. Also I'd like to suggest that you ask around on the Epyk pack thread too, if nothing else a few extra eyes never hurt.
Modified xml from 400 silver to 20. I have about 3000 silver and 30-50 medicine. All materials are allowed I even try to make stockpile right next to hive. Still, colonists are uninterested with doing any work here. Work bill says that there is no minimal skill level needed. When I choose colonist and right-click on hive, prefer button doesn't appear. More precisely, nothing appears. World and save are both made after adding modes and I have newest version of Rimworld.
Logged

SilverDragon

  • Colonist
  • ***
  • Posts: 126
  • Master Potato
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #258 on: January 25, 2015, 12:28:25 PM »

Modified xml from 400 silver to 20. I have about 3000 silver and 30-50 medicine. All materials are allowed I even try to make stockpile right next to hive. Still, colonists are uninterested with doing any work here. Work bill says that there is no minimal skill level needed. When I choose colonist and right-click on hive, prefer button doesn't appear. More precisely, nothing appears. World and save are both made after adding modes and I have newest version of Rimworld.

Can you check if the stockpiles with silver and medicine set to critical? That could be one reason why it doesn't work.

EDIT: I just tried this out myself, I had two stockpiles right next to the Hive Mind Core, one for medicine with critical priority and one for silver with critical priority, and anyone with crafting allowed could go make a drone core with no problems. :)
Make sure your bill is set up correctly, with medicine and silver allowed as materials, and the ingredient search radius is 9999 so they'll use whatever they find on your map.
« Last Edit: January 25, 2015, 12:58:30 PM by SilverDragon »
Logged

Asfalto

  • Drifter
  • **
  • Posts: 77
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #259 on: January 25, 2015, 04:36:17 PM »

Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

thx
Logged

SilverDragon

  • Colonist
  • ***
  • Posts: 126
  • Master Potato
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #260 on: January 25, 2015, 04:48:23 PM »

Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

thx

It would help if you could list the mods you're using to figure out what the problem is. But Apothecarius doesn't have any arms or legs to implant, so I think you might be asking on the wrong mod thread. :D
There are plenty of medical mods and mods that affect the healthdiff files, so it doesn't necessarily even have to be a mod that does that. If you are using custom factions, they might not be listed as human beings, so they're not available for the implants that are meant for humans.

EDIT: Same goes for shoulders.
Logged

Hayhorse

  • Colonist
  • ***
  • Posts: 161
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #261 on: January 25, 2015, 05:32:02 PM »

Guys, i can't implant arms nor legs on some of my wounded pawns, and sometimes harvesting an organ doesn't actually remove it, it just replicates it, allowing for infinite harvestings

This is the only "medical" mod (apart from apothecary, which doesn't modify this side of medicine) i am using, plus i cant' find how to make shoulders, they aren't in the list, and i can't attach bionic or normal arms to missing shoulders :\

The organ/limb bug with dead bodys is a known bug with a8. And I think you meant to post this on the Extended Surgery and Bionics thread not Apoth. BTW Extended surgery shoulders are bugged.
Logged

Toskin

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #262 on: January 26, 2015, 01:34:01 AM »

Ok. For some reason, hive mind is working now. All my pawns are chipped now. I just want to ask, is it normal, that skills are degrading (1 skill point per second) even if hive mind is powered ?
Logged

SilverDragon

  • Colonist
  • ***
  • Posts: 126
  • Master Potato
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #263 on: January 26, 2015, 06:51:54 AM »

Ok. For some reason, hive mind is working now. All my pawns are chipped now. I just want to ask, is it normal, that skills are degrading (1 skill point per second) even if hive mind is powered ?

If you mean the exp degenerating, then yeah, that's completely normal, part of the core game. :)
If its entire skill points going down, then no, something is wrong with your mod. ;D
Logged

Boboid

  • Colonist
  • ***
  • Posts: 644
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #264 on: January 26, 2015, 08:09:40 AM »

I'm having exactly the same problem as Toskin whilst trying to create Drone Cores, all the materials are available, the Hive has power, its search radius is 9999, the requisite materials are ticked as they ought to be, colonists are capable of crafting.
Both world and Colony were created after mod activation ( On a fresh install with no other mods )

When trying to prioritize construction no interface appears ( Just as it would if the materials were unavailable )

I've tried this across multiple colonies and multiple restarts, no luck.

Also when the cores are used ( Spawned in because I can't seem to actually craft the damnable things ) colonists *lose* all passions rather than gaining a minor passion in all categories, in addition they're still capable of research which I'm given to understand shouldn't be the case.
Logged
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

Toskin

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #265 on: January 27, 2015, 08:33:29 AM »

Now, that system works really good. Only problem is, that solar flares almost instantly deletes all skills. Because every colonist have x0.3 learn rate and individual skill points are not shared, only option is to assimilate practically everyone who stumbles into my base, thus make enemy from everybody. Isn't there any mod to protect against solar flares (at least a bit), or something to conserve skills ?
Logged

Toskin

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #266 on: January 27, 2015, 08:45:25 AM »

I'm having exactly the same problem as Toskin whilst trying to create Drone Cores, all the materials are available, the Hive has power, its search radius is 9999, the requisite materials are ticked as they ought to be, colonists are capable of crafting.
Both world and Colony were created after mod activation ( On a fresh install with no other mods )

When trying to prioritize construction no interface appears ( Just as it would if the materials were unavailable )

I've tried this across multiple colonies and multiple restarts, no luck.

Also when the cores are used ( Spawned in because I can't seem to actually craft the damnable things ) colonists *lose* all passions rather than gaining a minor passion in all categories, in addition they're still capable of research which I'm given to understand shouldn't be the case.

I agree with you. According to mod info, every colonist should lose his capability to research and every colonist should have minor passion (x1.0 learn). Still, they can research whatever they want and they also lost all their passions. It is a bug or incompletion of mod ?
Logged

idolord

  • Muffalo
  • *
  • Posts: 8
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #267 on: January 28, 2015, 05:43:30 PM »

same problem as Toskin and Boboid here, the hive mind core won't drop the priority command on right clicking it and no colonist will craft Drone core on their own. maybe it have to do with the load order... as i'm not a specialist idk if that could make that big of a diffrence ...
ps: sorry of the bad english.
Logged

Foxador

  • Drifter
  • **
  • Posts: 26
  • Refugee
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #268 on: January 30, 2015, 09:59:21 PM »

The drone core says it only needs 400 silver to make but when I was trying to make it the guy put on over 2,500 silver on it with the medicine and destroyed all the silver in the process. I thought it only needed 400? If it needs 2,500 it should say so
Logged

SilverDragon

  • Colonist
  • ***
  • Posts: 126
  • Master Potato
    • View Profile
Re: [MOD] (Alpha 8) Apothecarius Eight - NEW HIVEMIND (02.01.2015)
« Reply #269 on: January 31, 2015, 04:04:45 AM »

The drone core says it only needs 400 silver to make but when I was trying to make it the guy put on over 2,500 silver on it with the medicine and destroyed all the silver in the process. I thought it only needed 400? If it needs 2,500 it should say so

If you read the forum posts on any thread that has Apothecarius, this issue has been solved and explained multiple times. :D

EDIT: I decided to try it out anyway, playing for HOURS and still don't have any drone cores, I made a bill for them, bought 50 meds from a trader and I've got 8k silver, honestly don't know why it's not spawning any drone cores.

This is an Alpha 8 issue where they made the Silver in recipes to be multiplied by 20, so instead of 400 silver for a drone core, it costs 8000 to make, which is impossible since they cant fit that much into the table so they end up running around the table trying to pile up all the silver on it but it keeps falling off. :D
You can fix this issue by changing the Drone Core recipe in Mods\Apothecarius\Defs\RecipeDefs\HiveMindPartRecipes.xml on line 39 to: 
<count>20</count>

EDIT: If you dont know how to do this, I have also uploaded the fixed file here: https://www.dropbox.com/s/45ms73if2o5apob/HiveMindPartRecipes.xml?dl=0
I mentioned the file location few lines up. :)
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 24