RimWorld

RimWorld

Project Realism
99 Comments
TheLol Jul 6, 2021 @ 10:54am 
same problem as ASHMAC
FallenAngel Jul 3, 2021 @ 1:06pm 
rimpy says I am missing 3 mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=1865597143
https://steamcommunity.com/sharedfiles/filedetails/?id=1729793650
https://steamcommunity.com/sharedfiles/filedetails/?id=1559034352

when I click run pack (after I have installed the pack) as stated in the instructions... the game loads without any mods enabled?
Paladin  [author] Feb 11, 2020 @ 10:31pm 
It is called "Mine connected ores".
Paladin  [author] Feb 11, 2020 @ 10:30pm 
Afaik, Allow Tool provides the same functionality. You can designate to mine the whole resource vein.
MALDINGBRICK Feb 11, 2020 @ 10:27pm 
vain miner should be a good start
Paladin  [author] Feb 11, 2020 @ 10:26pm 
Have opened a new discussion, if you have suggestions about mods you post them there. That will be easier to track them.
Paladin  [author] Feb 11, 2020 @ 9:59pm 
It is needed to find out how much is it performance hungry, is it compatible with other mods. There is LWM DeepStorage in mod pack that may be incompatible. And do we really need it. It is a good mod, will add it to feature request list. Cannot say about save compatibility, do not see why not. So you can make save backup and try it out.
MALDINGBRICK Feb 11, 2020 @ 4:23pm 
i would also like to see more quality of life mods
greenking13 Feb 11, 2020 @ 3:51pm 
This might be a silly question, but have you considered adding Share The Load by Uuugggg to the pack? Essentially all the mod does is allows multiple pawns to carry items to a construction, as well as allow adding items to a construction prior to having all the necessary items. Follow up question, do you think adding this to a pre-existing save would cause any problems, since it doesn't by itself add any items besides functionality?
Paladin  [author] Feb 9, 2020 @ 9:24pm 
Yeap, any research gave one free frees research this repeatable, also any save/load did the same.
greenking13 Feb 9, 2020 @ 4:07pm 
Thanks, that fixed it, although I am now realizing that the 2.78 trillion wasn't the starting factor, but for some reason it put me at level 226 of that research. I can tell because my people move 40 tiles per day, instead of 450 tiles as they were. lol.
Mr. Doctor Feb 9, 2020 @ 4:29am 
glad someone's starting to aggregate these
Mr. Doctor Feb 9, 2020 @ 4:28am 
thanks
MALDINGBRICK Feb 9, 2020 @ 12:48am 
thanks
Paladin  [author] Feb 9, 2020 @ 12:44am 
You may check status on it here: https://github.com/AthenaSulisMinerva/CombatExtendedFastTrack/issues/287
I don't want to fix that stuff myself, since the right way is to fix that in original mod, because this issue is not mod pack related but the problem of CE:FT itself, even when only Core and CE:FT loaded.
MALDINGBRICK Feb 9, 2020 @ 12:39am 
thanks m8 glad to know that it/fix got updated btw whats the update on the 100mm d-10 shells and 120mm shells
Paladin  [author] Feb 9, 2020 @ 12:35am 
@THEORIGINALFAG, issue was fixed, patch updated. Bad news load a save file will show you red errors and all raw devilstrand will be lost, good news that will be only one time. Save game one more time (in new save file, for safety) and load it. The new production cycle:
Harvest shrooms -> Cgreate bill (shrooms+chem fuel), soak them in tube, then create thread on spinning wheel, then make cloth on loom. Later you will be able to produce cloth faster on automated shroom processor (works on harvested shrooms+chemfuel) with Microelectronics research, so production cycle will be - harvest shrooms, load them in processor with chemfuel and get devilstrand cloth. Processor can be connected to the Chemfuel tanks from Rimefeller with tubes to automatically load chemfuel into it.
Paladin  [author] Feb 8, 2020 @ 11:55pm 
@greenking13, create a back up of your save file. Then open it in editor (something like Notepad++), search for "ResearchableStatUpgrades.WorldComponent_RepeatableResearchManager" and change <value> key to 0.
@THEORIGINALFAG, will fix. Thank you for a report.
MALDINGBRICK Feb 8, 2020 @ 4:15pm 
havisting devilstrand the out come is raw devilstrand but there is no way to proscess it
greenking13 Feb 8, 2020 @ 1:15pm 
Hrm, I've read through that discussion you link and while I am glad something was fixed, I am unsure of what was fixed, since on my side I still see an impossibly large number as the requirement to progress. I think I had the latest updated mod version, but honestly one of the largest issue I have with modded Rimworld is the lack of version number most devs have. For example, TechAdvancing doesn't label what version is their latest, just that it's for 1.0.

Alright, I generated a new world to see if the value was dependent on my existing world and... that actually is the issue. New world I have a 4500 cost, while in my current world I have a cost of... 2.3 trillion I believe. Also, immediately when I started I was being attacked by a fox, so hahaha. Would you have any idea how to reset a tech's cost?
Paladin  [author] Feb 8, 2020 @ 7:09am 
@greenking13, Tech Advancing developer - GHXX fixed the issue with SSRSU. Really good work. He supports his mod for a long time. Thanks to him. If you want to get more info about the situation, check this thread https://steamcommunity.com/workshop/filedetails/discussion/735268789/361798516937651002/?ctp=6#c1749022203138324789
Paladin  [author] Feb 8, 2020 @ 6:56am 
I have patched it myself for compatibility in separate patch (that is in mod pack). What kind of issues do you have?
Paladin  [author] Feb 8, 2020 @ 6:51am 
Provide more inforamtion.
MALDINGBRICK Feb 8, 2020 @ 6:39am 
seeds please and td cotton and devil strand conflict
MALDINGBRICK Feb 7, 2020 @ 4:34am 
thanks
Paladin  [author] Feb 7, 2020 @ 4:11am 
Correction: this issue is not in CE, but CE:FT (Combat Extended: Fast Track edition). Since they are not used anywhere in base game or mod from this pack, you will be unable to use them with this mod pack. Probably that was done for compatibility with other mod (probably, Android Tiers, that uses 120mm ammo or any other turret pack). Have created issue report for them, will see what they answer.
MALDINGBRICK Feb 7, 2020 @ 4:06am 
thanks i would really like to be able to use them
Paladin  [author] Feb 7, 2020 @ 3:54am 
@THEORIGINALFAG, good catch. Looks like you are right, they are not used anywhere. And they are in original Combat Extended version. Probably that was done for compatibility reason. I will ask mod developers.
MALDINGBRICK Feb 7, 2020 @ 3:32am 
k thanks
Paladin  [author] Feb 7, 2020 @ 3:31am 
Oh, I see. Let me check it.
MALDINGBRICK Feb 7, 2020 @ 3:26am 
no there is no corosponding cannon/mortars to the 120mm shells and the 100mm shells but the 81 mm shells and 90mm shells have corosponding cannons/mortars
Paladin  [author] Feb 7, 2020 @ 3:23am 
I misunderstood what you have said in previous comment. You said that you are able to craft them and now that there are only 81mm shells.
MALDINGBRICK Feb 7, 2020 @ 3:17am 
but there is only the 81mm one
Paladin  [author] Feb 7, 2020 @ 3:12am 
afaik 120mm are used in mortarts
MALDINGBRICK Feb 7, 2020 @ 3:01am 
for some reason if can craft 120mm and 100mm shells but no cannons to use them?
Paladin  [author] Feb 7, 2020 @ 1:34am 
Have contacted Tech Advancing mod author. There were no issues with earlier version. So if he will be interested in fixing that, I will let you know. Otherwise we can downgrade mod version or exclude repetable research from SS Researchable Stat Upgrades mod.
Paladin  [author] Feb 6, 2020 @ 8:50am 
It was Tech advancing mod. Reported.
Paladin  [author] Feb 5, 2020 @ 11:17pm 
That may be incompatibility between SS Researchable Stat Upgrades and TechSales. First one adds the research, the last one in the research tree. Since it is unusual for vanilla to have repeteable reserches that may cause issue, I think. Will try to replicate issue and contact mod authors. Thank you for a report.
greenking13 Feb 5, 2020 @ 10:26pm 
I did buy it, the book was... $4976 or something around there.
greenking13 Feb 5, 2020 @ 10:26pm 
Yes, I had a Tech Trader pass by, but I've also seen the book in shops around the world though. As for the name, it's called "Productivity (repeatable) - New Spacer Sophistication". If you're asking about the name it's called in coding, I don't know how to look at that in this game sadly. Also, interestingly enough you get stopped from learning it even if you had the multi-analyzer it wouldn't complete the research due to you needing to at least attempt Productivity 4 since spacer tech age was required, or something weird like that.
Paladin  [author] Feb 5, 2020 @ 9:55pm 
Btw, did you buy it? What was the price?
Paladin  [author] Feb 5, 2020 @ 9:46pm 
May you give me the name of thus great book you have used? I want this one too.
greenking13 Feb 5, 2020 @ 8:48pm 
I'll look into that next, but what I described worked. Now onto a major exploit.

Did you modify the research cost of the Productivity (Repeatable) tech to be on the order of 6.89 trillion? Because if you did, you need to disable the research book, since I was able to complete the entire research tree from Productivity 1 to Productivity 5 without the book taking a single point of damage. In about... 5 minutes or so? This also forced me to learn Advanced Fabrication, and then Starflight Basics just to continue researching productivity. (Meaning the book taught me those, not that I had to manually learn them.)
Paladin  [author] Feb 5, 2020 @ 7:55pm 
@greenking13, coal was patched in this mod since forst release. There were an update recently, that added fuel settings to this mod. May be that was the issue. Try to go to mod settings -> [JPT] Burn It For Fuel and press "Reset". That should help.
greenking13 Feb 5, 2020 @ 5:51pm 
Update: From messing around, you might need to change the master fuel list in the mod options menu under Burn it for Fuel to have coal included. This causes the fuel tab to reappear on all fuelable machines, which will allow you to select a fuel source (in this instance firewood), thus fixing the issue. I've posted something along these lines on that mods page. It's weird that the update wiped your fuel list. Was anything on it besides coal and firewood?
greenking13 Feb 5, 2020 @ 5:43pm 
Going to let you know this now, it looks like Burn it for Fuel broke something in regard to refueling since I am unable to refuel anything in my base that needs lumber, such as the fueled stove. I see that in the comments of that mod there might be instructions as to how to fix it, I'll report back later if something works out.
Paladin  [author] Feb 3, 2020 @ 10:26pm 
1. TD Enchancement Pack
2. Do not remember, but afaik there should be a transformation device from energy type to another.
greenking13 Feb 3, 2020 @ 5:23pm 
Alright, weird then. Now onto some other questions.
1. I have no clue what's changed between last night and tonight, but I now get helpful squares which tell me when something is harvestable such as trees or crops when I'm on chop wood or harvest plants respectively. Would you know what it is from, cause it is amazing. https://imgur.com/a/Tdx99NE
2. Do you have any idea if the PPC (large weapon battery thing from Rimatomics) can be used just like a larger battery or can it only discharge via the energy weapons? (Because that thing stores 6k and individual batteries 600, and since the PPC is 4x2 ad the batteries are 1x2, that's still 6k vs 2.4k.)

Still liking your pack, and still alive!
Paladin  [author] Feb 3, 2020 @ 3:31am 
You should be able to grow the sane crops as in vanilla. Since there is only wheat added, you cannot grow it on hydroponics. In next version I plan to add soybeans (mod https://steamcommunity.com/sharedfiles/filedetails/?id=932373937) with 1.8 days to grow and 4 yield, gives soybeans have 10 day shelf life and can be pressed to produce tofu and milk.
greenking13 Feb 2, 2020 @ 8:46pm 
I retract my earlier statement about haygrass. I logged in today and they want to grow haygrass now. Huh.