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Messages - Zakhad

Pages: [1] 2 3 ... 19
1
Do some of these books concern the secrets of life and death? ^^

An awesome mod, I'm pretty sure a lot of modders will make great use of it.

2
Outdated / Re: [B18] Shoo!
« on: February 22, 2018, 10:47:05 PM »
Well done, awesome idea - this reminds me of the old might and magic games where you'd shout at people who kept blocking hallways/doors lol.

3
Releases / Re: [A17] Run&Gun
« on: October 16, 2017, 08:28:56 AM »
Such a simple yet revolutionary mod. Congratz on release, Following!

5
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 19, 2017, 04:19:05 AM »
Is technology ranking up still a thing?

6
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 16, 2017, 12:38:24 AM »
Hey, firstly alpha 17 is pretty awesome, thanks to all involved transiting the mod from alpha 16 to alpha 17 :)

My question is: Does anyone know if this is an alpha 17 or is it a new feature of hardcore sk - Whether pawns "give up" and just die?

I've had a couple of cases of this now. One was where a pawn died of "blood loss" at only minor level because he wasn't fed in a timely manner (He went to malnutrition minor and I was watching to make sure he got patched up)

The other time is when I had a pawn die of hypothermia at shivering 10% after being knocked down in a firefight about 1 minute seconds after the fact he was bleeding out but only had minor blood loss, it's like the game is randomly picking eventually fatal affliction they have and rolling a dice to see if they give up and die, perhaps its to do with mood as well but i haven't checked them but surely mood can't be taken into account if they're unconscious :S

Anyways, if you do know anything I would be most grateful.

My version of hardcore SK is commit 473eef60fbc163f4f440adf2d9809774371c386a Merge pull request #1060 from FaHT1k/master, a day or so old.

7
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: May 28, 2017, 01:00:00 PM »
For the steam version, is there any way to revert back to the previous version?

Select rimworld in steam, right click go to properties then select betas then select alpha 16.

[attachment deleted by admin due to age]

8
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: May 12, 2017, 04:30:19 AM »
Awesome update on the github.

"Big update. New game required.
New multi walls, windows, doors mechanic! A bunch of cool arts!
195 changed files, 840 additions and 998 deletions."

The devotion this guy has to this mod is unreal!

Every update is always appreciated, so please don't stop anytime soon! + Kudo's to the people who help out on the Github also :)

9
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: April 15, 2017, 11:30:50 PM »
Anyone know what happens if you decline the terminator event? as in does it happen again a year later or something?

10
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: April 15, 2017, 09:19:22 PM »
Hardcore SK in a nutshell. - razor rain is a bitch.

And then 30 minutes later I get this a trader with animal genocide

11
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 17, 2017, 07:07:51 PM »
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )

There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?



After researching 'Fishing 1' I've got Fishing pier under 'production' buildings tag. I can't build this one on mud.

You should have 2, I had 2 and i was barely past the first tier of research (neolithic tier - the stuff you can research before getting "technology" researched.) Granted I am playing as tribal so it might have been overlooked in other starting tech periods.

Make a backup of your save and debug unlock all research just to see whether or not you have it, because I did have 2, one that can be placed on mud and one that can't be.

12
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 17, 2017, 07:04:49 PM »
Hi all, I have again little problem, when i playing at beggining its ok, but after 3-4 h i have some kind of "spikes" every 3-4 sec,  and its nor errors cuz i check it many times i open the tab and check there is any red sentence and there isn't + when even i  pause the game i have those spikes cuz i see it when i move the screen around, anyone had that problem ? i think i have it every time ;c i reinstalled rimoward + repaste the mods  an its not working ;c any suggestion ?

You're getting lag spikes while paused...? Hummm that's strange, you're absolutely certain of this? - Does this only happens with this modpack? Because it could be a hardware fault or a bad installation of rimworld or even bad drivers, the list can go on, the game should never lag when paused.

Because it sounds more like a incident or path finding bug, it could be that old animated graphic from cave's mod but I'm fairly certain no 1 is running that, but that caused a lot of issues for people

To test whether or not it's a path finding bug. Make a backup of your save, use debug mode and kill all animals on map. if that doesn't fix it, kill your colonists, and see if that fixes it.
Lastly I tend to save the game with no units on the map and then I check for queued events or incidents in the save file, which could be attempting to trigger but gets stuck, after deleting them if any, reload that save with no units and see if the lag disappears.
If it is the event/incidents bug try to figure out what one it is, and report it on the github, also stating what version you are running, and or if you are github version to the best of your knowledge what commit your running with along with a date. 

i.e - when you click on the commits section on the hardcore sk github you'll see a few digits on the right hand side of the commit, click on that and paste the commit value e.g. commit 24e09222c935b5625cd4bc3c9492f169ac00814a - by doing this you're telling us what version you are running, and or whether or not it's been fixed in a later version, because a lot of people don't like to update there client mid play through due to save compatibility.

The above mentioned help will only work if its lagging while the game is not paused,

13
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 17, 2017, 02:41:33 PM »
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )

There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?

14
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 17, 2017, 02:33:24 PM »
I enjoy using this mod. Though been wondering, are there suppose to be one set of factions? Like the fist icon are all the same color and faction, the witcher symbols, the weird stars, etc.

Edit: The houses symbol-- two factions.


http://i.imgur.com/lWQVLlO.png

At one point they were all S.T.A.L.K.E.R factions, clearsky, bandits, mercs, freedom etc which i thought was quite funny, I was tempted to mod some of the sound files from clearsky when someone throws a grenade hilarity is soon to ensue.

a few examples:

https://instaud.io/LSn
https://instaud.io/LSo
https://instaud.io/LSq



15
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 17, 2017, 02:26:23 PM »
Is it possible to add the Leadership mod to this modpack or would there be errors?

Works fine for me.

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