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Messages - sidfu

#106
fyi do not use any map size bigger than 300x300 with hcsk. its cause rimworld is 32bit and still using outdated unity 4 engine.

another thing your lag is probably caused by your job setup. u cant have everyone doing everything as they will constantly be fighting for jobs. i understand people want to micro manage people but which is more important your fps or micro managing them?

1st. disable fire fighting till u need it.
2. have patent and bed rest to 1. these should be the only 2 that everyone should have 1 in.
3. dont have everyone set to flick have a 2-3 people max that have a job that they dont leave base much
4. pick 3 jobs for each pawn. this is crafting and such jobs. doctor, and such jobs u dont do often dont count.
job flow should be like this main job----->job did if main job is finish or others doing it-----> 3rd job like hauling or cleaning that nearly always need done

what setting up the jobs like that does is lower the things the game has to check. for example if u have everyone to 1 firefighting then every single sec the game will check whole map for a fire atleast once for each pawn u have. so say u have 10 pawns that means its checking for fire 10 times a sec atleast on the home zone.

on crash bug spawn it should be fixed if u have the newest version.
#107
for me they clean dead pans but it seems like its last thing they clean.
#108
Releases / Re: [A17] Wandering Caravans (v2.0)
October 16, 2017, 08:59:56 PM
looks good but ton down the amount. a separated pack animal would lose stuff running from predators and thru just not having someone to keep it tied down
#109
Quote from: Wishmaster on October 15, 2017, 11:51:50 AM
I just fixed the mess SFS was on github... From now I will use git properly.

Ideally you make a pull request to the "v2.0" branch.
https://github.com/Wishmaster01/Smarter.food.selection

I can still add them myself if you really want to...

pulled on there now.
#110
since u back now wishmaster here some comp patches i did for various mods i use. most are for HCSK use but not all. they can easily be adapted to use for other mods.

i just  packed the compabity folder so your orginal ones in there also

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#111
Outdated / Re: Sidfu's Maintenance Station
October 13, 2017, 11:22:03 AM
Quote from: SpaceDorf on October 13, 2017, 08:02:32 AM
@sidfu .. I have a request .. could you rework this crate mod ?

I could not reach the author, and I just don't get around to doing it myself ..

https://ludeon.com/forums/index.php?topic=29422.0

would need a download of it the download dont work. after that ill have to see whats broken on it.
#112
Outdated / Re: Sidfu's Maintenance Station
October 12, 2017, 11:39:58 AM
Quote from: Kori on October 12, 2017, 11:33:50 AM
In the original thread there is this post:

Quote from: LiteEmUp on August 08, 2017, 02:33:04 AM
i have a request if possible: instead of this mortar nothing more than a long range fire extinguisher, give this a secondary ability so it would also be useful in combat...

give this also the option that enemies caught on that foam has movement penalty(maybe 30%) & accuracy penalty(maybe 20%)...

at least this mortar is not about damage, but rather about utility in combat..

Would it be possible to do that? When living beings covered in foam get a movement and accuracy penality it wouldn't be a problem that the vanilla targeting logic (pawns manning this mortar will still fire at hostile creatures) is still in place!

probaly but right now im trying to get them all updated before do anything else. the spotlight and flare are hard as their code is 2 alpha old and weasnt update for a16
#113
Quote from: ZE on October 12, 2017, 09:33:56 AM
wonder if this mod could be changed to take advantage of alien races? so that one could spawn babies of varying race, even hybrid races and mutations? such that lineage could be traced back atleast 4 generations

example ;
Human + Crystalloid = Hucryst
Hucryst + Human = Human or Hucryst
Human? + Human = Human...
but then this Human grows a psionic node!!

somethin like that
wouldnt work well as tht be to many combinations

what he should do is just have it rng onn weather it be based on the mother or the father when there more than 1 race. so if it was a asari and a human i twould randomly chose 1 to base child after.
#114
Outdated / Sidfu's Maintenance Station
October 12, 2017, 08:45:55 AM
These are mods Ive took over when mod authors have abandoned them. Dont worry i have permission from the mod author before i publish them.

MBS Firefoam Solutions

A17 Firefoam Mortar that allows you to fight fires from home. Slow to fire but large explosive radius. Does no damage to pawns.
https://www.dropbox.com/s/42ut94nzkgvzqse/MBS%20Firefoam%20Solutions.rar?dl=0
http://steamcommunity.com/sharedfiles/filedetails/?id=1166387170

orginal author---Master Bucketsmith
orginal mod-- https://ludeon.com/forums/index.php?topic=23545

MBS Faux Rock

Stone walls u build that look like  stone deposits.
https://www.dropbox.com/s/ai06ydeq54vuxq1/MBS%20Faux%20Rock%20Wall.rar?dl=0
http://steamcommunity.com/sharedfiles/filedetails/?id=1166388700

orginal author---Master Bucketsmith
orginal mod-- https://ludeon.com/forums/index.php?topic=25834.0

License
http://creativecommons.org/licenses/by-sa/4.0/

Mods in process of being updated







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#115
here is a fixed verson. fixes plasma and the saline solution issue

truly fixed now

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#116
Quote from: faltonico on October 07, 2017, 06:03:20 PM
I installed bad hygiene in a advanced colony, it tanked the performance beyond playable conditions in a game that was already running *not so good* to say the least xD
My game was already crashing because of out of memory exceptions caused by pathing (with no path modifying mods present), and when opening the world map.
I guess it is time for me to stop playing this game until it reaches beta at least, with each new alpha performance has gotten worst for me.

Hopefully you wont get burnt out and i'll find your mods by then.
Thanks a lot!

not this mods fault. opeining the world map the first time per game increases ram use 200-600mb use and stays till u restart game.
#117
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate world, it just goes back to world setting. I tried all sizes, storytellers and a handful of scenarios, but nothing happens. If someone had simillar problem, or knows how to solve it I would highly appreciate it. It also might be load order, for I have no idea if there should be any particular one(exept load mod libraries before mods, of course).

keep swaping seeds some seeds when useing mods wont generate world.


on raids we have a new included raid helper but u have to config it yourself. go into the core sk/def/config. open it with any text editor and just chnage the raid delay and the min/max day things to something u want. so say u set the raid delay to 10 and the min max to 3. u should normaly get a raid evvery 7-13 day
#118
Releases / Re: [A17] Locks
October 06, 2017, 09:35:48 AM
there 2 ways we can do cleaning

1. have a timed lock. it locks in the times  u set but is unlocked rest of time so u could have it lock during night and such
2. have it only lock when who owns the door goes past. if more than 1 person own it only lock when both are in room
#119
Quote from: Canute on October 04, 2017, 01:05:06 PM
Just a hint from a bored troll,
you shouldn't give a cent to a HCSK descriptions. Many of them are outdated.

those are being worked on now. if u see latest git hub updates u see alot has been did on that.
#120
Quote from: kukrihaha on October 03, 2017, 07:31:31 PM
First at all, it's a really astonishing mod project, and I do appreciate any modder who has been working for it. But I still want to ask a ridiculous question that if there is any way to disable the combat extended since that mod is incompatible with the majority of other "big" mods. Of course I know the SK project is highly connected with that mod, so could you release a separate patch which allows us to have an option to choose if we want to install the CE, or at least just give me some hints at how to remove it without crushing the game.

Ps: When I say "big" mods I actually mean the mods like Star war or Cthulhu.

no combat extended is a core componet of the mod pack. most big mods u tlak about only dont work with CE is cause their mod authoers dont want to make a comp patch is all.