[MODPACK] (A8) Panic and Insomnia Mod Pack [Waiting for permissions for A9]

Started by Slowtapus, October 20, 2014, 05:14:46 AM

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Slowtapus

Panic and Insomnia

Summary:

This is a mod pack that adds a variety of my favorite mods. The primary ideal behind it is to make the colony more self-reliant and to add more challenge and reward for overcoming that challenge.

Install Instructions:

  • Backup the mods in your (Rimworld Directory)\Mods
  • Delete everything in said folder EXCEPT FOR Core
  • Extract the contents of the zip in to this folder
  • If you want to add or remove any mods do that now
  • Start up the game and enable all the mods
  • Reference, http://pastebin.com/EjbHEvjQ , for mod order.
  • Close the game and restart it
  • Make a new world and start a new colony

Download:

0.81: http://www.mediafire.com/download/q03vbe67jokb5gh/Panic_and_Insomnia_0.81.zip


Support:

I will personally be handling all support for this mod pack. If you have a problem please PM me or post in this thread. I would greatly appreciate if you would let me know if you are using any extra mods and whatever information you think would be useful to me helping you and resolving the issue. I will be checking both at least once a day.

This includes inter-mod conflicts! If you find one let me know! Even if it doesn't crash your game and it's just annoying I want to fix it. After all I use this pack too.


Credits:

Apothecarius courtesy of JuliaEllie
EdB's Prepare Carefully, Interface and Load Order courtesy of EdB
Enhanced Defense (various modules) courtesy of Jaxxa
Less Incident Trolling courtesy of marvinkosh
Power Switch courtesy of Haplo
Modular Tables courtesy of Itchy Flea
Mining & Co. Mineral Sonar courtesy of Rikiki
Turret Collection courtesy of eatKenney
CyberneticsStorm courtesy of elStrages
IceSheet courtesy of iame6162013
RTG courtesy of ItchyFlea
Vas's Hydroponics - Steel courtesy of Vas
Non-Lethals courtesy of Skullywag
Central Heating courtesy of carlgraves
Ceiling Light courtesy of jaob814

Mod Links:

EdB's Interface: https://ludeon.com/forums/index.php?topic=5258.0
EdB's Prepare Carefully: https://ludeon.com/forums/index.php?topic=6261.0
EdB's Mod Order: https://ludeon.com/forums/index.php?topic=7454.0
Apothecarius: https://ludeon.com/forums/index.php?topic=5450.0
Enhanced Defence: https://ludeon.com/forums/index.php?topic=6636.0
CyberneticsStorm: https://ludeon.com/forums/index.php?topic=7970.0
IceSheet: https://ludeon.com/forums/index.php?topic=7882.0
Non-Lethals: https://ludeon.com/forums/index.php?topic=6034.0
Less Incident Trolling: https://ludeon.com/forums/index.php?topic=6892.0
M&Co Mineral Sonar: https://ludeon.com/forums/index.php?topic=8375.0
Turret Collection: https://ludeon.com/forums/index.php?topic=6895.0
Power Switch: https://ludeon.com/forums/index.php?topic=2890.0
Modular Hydroponics: https://ludeon.com/forums/index.php?topic=8349.0
RTG: https://ludeon.com/forums/index.php?topic=8338.0
Modular Tables: https://ludeon.com/forums/index.php?topic=4320.0
Ceiling Light: https://ludeon.com/forums/index.php?topic=8402.0
Central Heating: https://ludeon.com/forums/index.php?topic=8476.0

Feedback, and Updates:

I welcome any and all feedback you guys have. I love to see what other people think of what I do and I will be doing my best to make this an awesome modpack for everybody.

Testing for the launch of Alpha 8's version. Sorry for being slow.

Changelog:

0.81:
  • Update to Alpha 8.
  • Change of mods in pack. Now reflected in credits.
  • Slight change to modular hydroponics fertility.


Parting Comments:

Thanks to all the awesome mod authors whom I have credited above for letting me include your mods.
Thanks to the community and anyone who tries the pack! I've made lots of mods for random games and even packs but I never release anything. So this is for you all!
Thanks to the peoples at Ludeon for making Rimworld.

Have fun and enjoy.

StorymasterQ

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

Slowtapus

That was initially on the list however I wanted it to be something optional people could add on their own if they wanted it. Perhaps I should add a note linking to it and say as much?

JuliaEllie

YAY cool modpack :) Im going to link it from my own mod post.

Slowtapus

Quote from: JuliaEllie on October 21, 2014, 04:34:10 AM
YAY cool modpack :) Im going to link it from my own mod post.

Awesome! I'm glad you like it and hope everyone else does too!

marcusmcdad


Slowtapus

Quote from: marcusmcdad on October 23, 2014, 04:41:54 AM
Solid modpack, sir.  It's now my favorite!  :)

Thanks! I'm interested to know what you, and other people, think of Glittertech and it's inclusion. If people want a rebalancing of it I will talk to the author and see about doing that.

Personally I am relatively happy with it and think if anything it only needs minor changes. After all fire such as from T-9's or incendiary turrets are very effective against it.

Slowtapus

Bam! Weekly update complete. From feedback I got during playtesting I have taken a pass at balancing Glittertech. I also updated mods and even added a few bits and bobs.

You all seem to like this enough that you just download and play which is perfect! Hope you all enjoy 0.72. No rush to update. I will be keeping old versions available.

Calico

Very good Modpack! A interesting combination of mods that works quite well without further additions. I only added the Deepdriller and EnBs UI mod, although i'd like to add A2B conveyor too.

With "More Bionic Parts" beeing discontinued, are you considering switching to another mod?

Glitter Tech is pretty interesting... but even after the first balance patch i feel it's still to strong. The only (reliable) way to counter Glittertech is limited to 2 rather mediocre weapons or having Glittertech yourself. I believe it's mostly the insane high fire rate that makes it feel unbalanced. 2 Guys with APB-1 Rifles and some defenses take down more then a dozen non-glittertech raiders within like 20 seconds. The first balance patch made it a bit more balanced but it still needs some tweaking to get it right.
I did get some very funny memories out of it, like the one guy in full nano that managed to slip through a crack in the stone wall, grab a colonist and went out through the front entrance while 5 ppl shooting him constantly...and he escapes with the colonist without even taking a scratch. Thx to the balance patch this is now a memory of the past (hopefully).

I'd call it make second favorite modpack so far, with TTM only beeing slightly ahead. 

Slowtapus

#9
Quote from: Calico on October 27, 2014, 07:44:10 AM
Very good Modpack! A interesting combination of mods that works quite well without further additions. I only added the Deepdriller and EnBs UI mod, although i'd like to add A2B conveyor too.

With "More Bionic Parts" beeing discontinued, are you considering switching to another mod?

Glitter Tech is pretty interesting... but even after the first balance patch i feel it's still to strong. The only (reliable) way to counter Glittertech is limited to 2 rather mediocre weapons or having Glittertech yourself. I believe it's mostly the insane high fire rate that makes it feel unbalanced. 2 Guys with APB-1 Rifles and some defenses take down more then a dozen non-glittertech raiders within like 20 seconds. The first balance patch made it a bit more balanced but it still needs some tweaking to get it right.
I did get some very funny memories out of it, like the one guy in full nano that managed to slip through a crack in the stone wall, grab a colonist and went out through the front entrance while 5 ppl shooting him constantly...and he escapes with the colonist without even taking a scratch. Thx to the balance patch this is now a memory of the past (hopefully).

I'd call it make second favorite modpack so far, with TTM only beeing slightly ahead.


I didn't add deep driller because there is already a way to make materials with omniplants and I am not a huge fan of overlap. Though the only reason I don't have the conveyors is that I haven't played with them to know if I want them or not. As far as EdB's UI mod that was originally slated to be in the pack and I will likely look in to adding it in next update because of the responses I have gotten.

I will be making my own More Bionics Parts mod for it. Though I am relatively happy with what it adds right now so that may just mean updating it.

As far as glittertech goes I don't think what you can do on defense is ever an accurate representation of the power of items. You can do the same thing with good fortifications and m-16s just over a longer time. The balance wasn't meant to make them in-line with other items but instead make it reasonable for people without them to deal with people that do have them. This was primarily done by reducing the potency of nano armor and making it more enhancing than protecting and removing reactive armor altogether. As well as reducing the rate of fire very noticeably on most weapons.

So glittertech is still a tier above normal but it's an approachable tier instead of some insurmountable cliff. At least that was the hope. I may reduce the overall fire-rate a bit more on all of the weapons with a focus on the APB ones though. Since the APB weapons have the added benefit of being fire damage. I did find during testing that the APB rifle seemed potentially more powerful than the MRG which is not intended.

Also it should be fairly reasonable to down glittertech people (in close quarters) with normal bullet type weapons. The protection of nano-armor isn't that far off of normal power armor.

I have some hotfix changes but unless I get complaints about the things I fixed I think I am going to let people play a while before updating with them.

Calico

#10
I don't like overlap too. I just felt that you always have a lot of farming to do anyway and the deepdriller made it more "rounded". But it's personal preference anyway.

Nice to hear that you plan on updating more bionic parts, i do like it very much and it fullfills most medical needs. Aside from those nasty "torso scars".

It was a a good decision to remove the reactive and bring the nano armour down a notch. It helped balance out things quite a bit. I also agree that APBs are the main part of the remaining problem. As far as countering them by forcing them into close quarters i didn't have that much luck. Even in a short range scenario, with some light defenses those 3 burst shots just tear through my colonists before they can manage to do any real damage. But maybe the god of RNG just decided that i won't win that battle, who knows. Needs more testing.

Aside from those balance issues i really had a great time playing the modpack. I'd only ask for one thing: could you add a bit more to the research descriptions? Maybe it's just me, but even after 2 1/2 playthroughs i still have trouble finding out what some of the research actually does. :D
Also, take your time, i never said "fix those things asap!!!". I'll be patiently awaiting the next iteration.   :)

ehkodiak

Really funky modpack - thanks for putting it together. I spent HOURS last night playing this! Glittertech is nice but yes, it makes any other weapons obsolete.

Slowtapus

Quote from: Calico on October 27, 2014, 08:47:18 AM
...As far as countering them by forcing them into close quarters i didn't have that much luck. Even in a short range scenario, with some light defenses those 3 burst shots just tear through my colonists before they can manage to do any real damage. But maybe the god of RNG just decided that i won't win that battle, who knows. ...

By close range I really just meant a range where you could actually engage. Since the MRG rifle, EMRG, and APB-Projector can engage at or outside of m24 range. Glad you enjoy it! I'd expect the next iteration around friday. Just to let everyone have plenty of time building and losing colonies first.

Did projectile weapons seem 'relatively' effective against the armor now? Since it offers other benefits than protection I may tune it back a wee bit more. I may also make it craftable though I am not sure on that yet.


Quote from: ehkodiak on October 28, 2014, 07:18:31 AM
Really funky modpack - thanks for putting it together. I spent HOURS last night playing this! Glittertech is nice but yes, it makes any other weapons obsolete.

I'll be taking another pass at balancing glittertech soon. I always hated when you get to using something and then it gets nerfed to oblivion. So I try to go on the conservative side of nerfing first and then tune it in. Instead of rubber-banding back and forth until I hit balance. Awesome that you enjoy it!

BinaryBlackhole

extended sugey now contains more bionic parts pleases use this we need robot legs.

Slowtapus

#14
Quote from: BinaryBlackhole on October 29, 2014, 03:54:19 AM
extended sugey now contains more bionic parts pleases use this we need robot legs.

There are already bionic legs. I'm not a fan of tank tread legs though. Personal preference. It's just a bit too silly for me. As well extended surgery gets rid of the brain implant modules such as the adrenal regulator that I actually quite like.

So for me adrenal regulator etc. > tank tread legs. Also I don't know if it covers it but being able to have pants on while having tank tread legs would also be quite silly.

I had thought about this though so fair point and I have nothing against the mod I just don't think it fits for this pack. You are however welcome to remove MBP and replace it with extended surgery yourself if you want.