[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

notfood


Zakhad

Quote from: notfood on July 26, 2016, 12:55:58 PM
Sky,

What mods are you missing? I will try to update them.

Combat realism is probably one of the biggest hold back's for SK from alpha 13 to 14 since the dev has stoped working on it, https://github.com/NoImageAvailable/CombatRealism/commits/master 3'ish months ago last commit, not sure who or if anyone is picking it up

Some_stranger

Quote from: Zakhad on July 26, 2016, 02:53:35 PM
Quote from: notfood on July 26, 2016, 12:55:58 PM
Sky,

What mods are you missing? I will try to update them.

Combat realism is probably one of the biggest hold back's for SK from alpha 13 to 14 since the dev has stoped working on it, https://github.com/NoImageAvailable/CombatRealism/commits/master 3'ish months ago last commit, not sure who or if anyone is picking it up
Oh wow.  This is terrible news.  Surely they will open source it for future generations of RimWorlders?

notfood

Combat Realism is way too huge for me to tackle. I could break down a few things Hardcore SK needs perhaps. Like the pawn burden/inventory system. That should be its own mod.

Epson

Does anyone know where the abomination event lives? I've been trying to tweak the numbers but the only references I am getting are in:

Core_SK\Defs\FactionDefs\Factions_Events.xml
Core_SK\Defs\RecipeDefs\Recipes_Production_SK.xml
Core_SK\Defs\ThingDefs\Events_SK.xml
Core_SK\Languages\English\Keyed\Events.xml
Core_SK\Defs\ThingDefs\Events_SK.xml

And none of them give a 'chance' at triggering that I can fiddle with.

whisp

Does this modpack work with A14? Or: How do you guys use this currently?

Zakhad

Quote from: whisp on July 26, 2016, 04:12:30 PM
Does this modpack work with A14? Or: How do you guys use this currently?

https://github.com/skyarkhangel/Hardcore-SK/commits/master

There are some adaptions to alpha 14 but i wouldn't bother most of the core mods like combat realism are going to take a long while before being ported or pulled/replaced to alpha 14

whisp


notfood



Woo it works! That's Combat Realism inventory system in A14, only that bit.

I thiiiiink I can update CR. No promises...

blub01

bug report: colonists just glitch out and stand around when trying to treat a feenix. I'm using the version on github on the day A14 was released (doesn't say a version number anywhere, sadly).
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

Dusk

Quote from: Zakhad on July 26, 2016, 04:42:26 PM
Quote from: whisp on July 26, 2016, 04:12:30 PM
Does this modpack work with A14? Or: How do you guys use this currently?

https://github.com/skyarkhangel/Hardcore-SK/commits/master

There are some adaptions to alpha 14 but i wouldn't bother most of the core mods like combat realism are going to take a long while before being ported or pulled/replaced to alpha 14
is there any way to download just the pack with already updated mods?

Se7en

Quote from: Dusk on July 27, 2016, 10:51:06 AM
is there any way to download just the pack with already updated mods?

Search the updated mods by yourself.

Owlchemist

Here's a potential bug I been trying to find information on for a good week now. I looked all over the internet and this forum but couldn't find anything on it. Every time I start the game, or reload a save, nearly every device that draws power remains stuck at maximum power draw (eg 350W - 900W).

So, in order to work around this, it has been routine for me to, whenever I start playing, to turn off every powered device in the colony, and turn it back on. If I don't, my battery bays will drain out real fast, causing havoc to my hydroponics.

Anyone else?

(at least this discourages me from save scumming!)


Owlchemist

Quote from: notfood on July 27, 2016, 07:52:48 PM
It's a CCL bug.

https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/107

"The current power draw isn't saved but it will correct itself on the first check by the comp (which can be 10-250 ticks depending on the usage)."

interesting... how long is a tick? 250 potentially, eh? I feel like it hangs indefinitely, dunno. Thanks for identifying this bug for me, though!

EDIT: I loaded a throw-away save and just let it run at full speed, sat back and watched and waited. 28 hours passed and the workbench (electric smelter @ 950W) power draw never updated before the test was forced to end due to running out of power.