[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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Calico

Quote from: Slowtapus on October 28, 2014, 02:08:57 PMsnip!

After several hours more testing i do believe that the armor reduction helped balance things, making High Tier vanilla weapons (M-24, R-4 Charge, etc.) a lot more effective (given enough time). I'd say it's good enough, Nanos don't feel two tiers better and a lot more in line with the power armour. Still better but not god tier anymore. Like it should by If you ask me. I'm unsure about making it craftable.... it's ok when for me when some very high tier things are outside the capabilities of a small colony on a rimworld. my2cents ofc.

Weapons continue to be a bigger problem. Fire rate to high, allowing for such huge amounts of DPS that even numerous, entrenched defenders have trouble getting more then a few shots of before dying from several burn injuries. Pretty much what the last 2-3 pages in the glittertech thread say. This goes especially for the APBs, rifles and pistols.

I get the feeling that glittertech (the original mod) could be great, but it's kinda missing the "mid-tier" between the vanilla weapons and the 25th century weapons glittertech introduces.

Your way of balancing things makes a lot of sense to me.... i'd rather take many small adjustments over the nerf things to the ground and start buffing them up later cause the nerf was way to hard approach. Given some time and testing i'm sure you'll strike the right balance.

Slowtapus

Quote from: Calico on October 29, 2014, 08:03:35 PM
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Thanks for the feedback! I'll be releasing the next iteration today with more glittertech balancing. I may well at some point end up adding another tier to it as that had been my thought initially as well.

I had tweaked and reduced the fire rate considerably on APB's especially the pistol and projector. But you're right. I think it needs further tuning down.

kokuto

For some unknown reason, during the midst of testing this mod pack out for myself. The mining workbench and electronic workbenches seem to bug out. They are only able to produce the bill for one item each and this retroactively affected my other save games.

Slowtapus

#18
Quote from: kokuto on November 03, 2014, 02:04:22 PM
For some unknown reason, during the midst of testing this mod pack out for myself. The mining workbench and electronic workbenches seem to bug out. They are only able to produce the bill for one item each and this retroactively affected my other save games.

I'll try to reproduce. What was going on when this happened?

Edit: If you are using EdB's UI mod I would figure that would be the culprit.

Calico

It's a bug likely related to the Mining&Co. he hotfixed it over the weekend, after release of the modpack. TTM also suffers from the bugged version, making the Deepdriller a glorified Rockminer.

kokuto

#20
Quote from: Slowtapus on November 03, 2014, 04:51:05 PM
I'll try to reproduce. What was going on when this happened?

Edit: If you are using EdB's UI mod I would figure that would be the culprit.

I was just using the mods included in this mod pack, not any additional ones. All I can tell from what occurred was after researching the advanced drill head and other parts associated with mining, there was no option to create the more advanced parts. This of course, doomed my ability to mine for more advanced resources.

I recall that the electronics bench got stuck on only being able to make bio-batteries from potatoes despite having more advanced research.

Edit: I got the hotfixed version of Mining&Co which did fix that issue. The new bug appears to be a visual bug regarding the hydroponic grown medical plants of all three colours. They appear to grow as unknown pixel things, only when they are harvested do they appear as what they should be.

Also, it appears the visual bug affects the roaming traders' tent that they set up when they visit.

Do you happen to have any clue about the possible source? It did not happen before.

Slowtapus

#21
Quote from: kokuto on November 03, 2014, 10:37:40 PM
...Edit: I got the hotfixed version of Mining&Co which did fix that issue. The new bug appears to be a visual bug...
Do you happen to have any clue about the possible source? It did not happen before.

I know that I don't have those bugs with 3.1 of deep driller. Since it's confirmed that it's deep driller I will look at what the problem is and fix it as soon as possible. The graphical issue is probably introduced by the updated mining and co. Do you all like it's inclusion enough to put up with the bugs here and there?

Edit: I am near 100% sure this is an issue introduced in the changed assembly for mining&co. Deepdriller (not common) 3.2. I'm trying to figure out what it is so I can get the info to the author and fix it.

This is, by the way, an issue with Misc.'s traders but not the apothecarius flowers. Those are meant to look like little pixely flowers that are green and (color of flower). They dont look like normal flowers until grown.

I have found the issue More complex than I had thought. Still looking in to it.

kokuto

The flower pixel issue seems to fix itself once you actually disable all mods and then enable them again in proper sequence, the same seems to go for the trader tents.

Its not totally stable but it seems to work that way for me.

I was thinking of adding the extended surgery and bionics mod to test if it works with the selection for this pack, since additional options for bionics would be welcome. Manufacturing your own is way easier than waiting for the traders since the upper tier weapons you get tends to blow limbs off raiders and you need good prosthetics / bionic limbs to make them viable again once recruited.

Slowtapus

#23
Quote from: kokuto on November 06, 2014, 01:47:01 AM
The flower pixel issue seems to fix itself once you actually disable all mods and then enable them again in proper sequence, the same seems to go for the trader tents.

Its not totally stable but it seems to work that way for me.

I was thinking of adding the extended surgery and bionics mod to test if it works with the selection for this pack, since additional options for bionics would be welcome. Manufacturing your own is way easier than waiting for the traders since the upper tier weapons you get tends to blow limbs off raiders and you need good prosthetics / bionic limbs to make them viable again once recruited.

You can already create your own prosthetics. Research the right thing and then make a prosthetic work bench. The version of MBP I have in this pack has the brain chips still but it lacks the tank treads of extended. So you can give them boosts to things like consciousness that you couldn't with extended.

Edit: I was waiting to see if Mining & Co. would fix the graphical incompatibilities but am updating now. Future updates are going to be slower as modding progress seems to have slowed down.

Ded1

you may want to remove more bionic parts and add instead Extended Surgery and Bionics.  It has everything that more bionic parts has and much more.  The author of more bionic parts even recommends using extended.
Feel Good Modpack
Sorry but the pack isn't updated yet!

Just gonna be lurking the forums for a while.

Slowtapus

Quote from: Ded1 on November 15, 2014, 09:02:41 AM
you may want to remove more bionic parts and add instead Extended Surgery and Bionics.  It has everything that more bionic parts has and much more.  The author of more bionic parts even recommends using extended.

I will try it again soon. However last time I tried it did NOT have everything more bionics had. To be precise it was missing the brain upgrade parts. As well it had overlap on bionic making benches. These may have changed though so I will take a look at it.

AurOn2401


Ded1

Yeah its been changed, the brain can be upgraded with an AI core, and he redid the benches recipie list so there are no duplicates.  He also has a brain surgery mod that would help with brain damage repair as well, for those who dont want to go bionic.  Plus with the new organ growing vats you can fix just about anything without bionics (just gotta carve up those annoying raiders).  I had a colonist who lost their jaw in a roof collapse and i grew a new one with the vat, then placed it on the colonist.  Works wonders.

PS. You may want to update prepare carefully as well, i just installed a fully updated version instead of the one in the pack but there is a bunch of stuff missing in this old version (specifically the ability to save colonists, then you can add the same one over and over again if wanted)

PPS.  Is it simple to make your own modpack? or does it take a bit of modding knowhow?
Feel Good Modpack
Sorry but the pack isn't updated yet!

Just gonna be lurking the forums for a while.

Slowtapus

Quote from: Ded1 on November 16, 2014, 03:56:46 PM
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PPS.  Is it simple to make your own modpack? or does it take a bit of modding knowhow?


It depends on if you are going to make tweaks to the mods or not. If you are just going to put them all in together with no changes to any of them then it's as easy as making a post and a .zip. Modding in general for this game is quite easy though. So even if you wanted to make tweaks it isn't hard.

Ded1

yeah i plan to release a modpack of my own and am currently in the process of getting authorization to use said mods, at first its just gonna be a bulk download but from then i am going to start reworking the tech tree, combining workbenches that do the same thing, and do a little balancing if needed.
Feel Good Modpack
Sorry but the pack isn't updated yet!

Just gonna be lurking the forums for a while.