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Messages - sidfu

#541
Quote from: Zakhad on September 16, 2016, 11:38:36 AM
Quote from: pongvin on September 15, 2016, 10:55:23 PM

Not sure if it was intended, but antibiotics work like this:

A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.

Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.

I didn't really understand it myself either so this helps, I did figure that I needed more than 1 but i wasn't sure i only had 3 when I last used them, and wanted to save them for an emergency.

There needs to be a way to force feed someone antibiotics.

yeah there needs to be a way. right now i just pick them up drop them next to the bed then have them eaet them but annoying haveing to foce them thou and effect is way to short imo
#542
Quote from: DDRMANIAC007 on September 16, 2016, 12:50:47 AM
I've run into a game breaking bug:

http://images.akamai.steamusercontent.com/ugc/261595957456188698/B3BE241CC5EF1D53D57BE6BCC885E5DDD8FAA694/

My pawns just say they are standing and refuse to do anything unless manually ordered to.

1 make sure pawn can gete to where the roof needss to be
2. if u updated form git u need to delte all the old files first or u can wind up with extra files sometimes
3. try making a new game alot of time if they update a core part on git it makes it save game incompatible
#543
Quote from: aliitsk on September 14, 2016, 08:01:10 AM
Excellent mod. Is psychology implemented or needs to be activated separately? Does it even work?

its not working with base game so dont work with the mod pack. its there for testing. think they plan to have it working with the pack when they put out the alpha 15 version of mod pack
#544
Quote from: twisted067 on September 13, 2016, 04:00:55 PM
Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now

probaly not but what u do is back up your mods folder and the mod config u useing then if new one wont load your save u can eithr go back to the old mod folder or start new. remember rimworld was made for constant restarting of worlds.
#545
Quote from: Zakhad on September 13, 2016, 06:43:48 AM
Quote from: Catsters on September 13, 2016, 06:37:28 AM
I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though

What might be an idea is to enable the debug mode in options and do the said actions that's causing it, and report it on the issues of the github stating the commit version number your using. I'm going to guess its the same one being discussed here but i don't speak russian :P Suffice to say i'd assume they know about it. https://github.com/skyarkhangel/Hardcore-SK/issues/285

yeah what he said. also if u need to find the error u can find it in the main data folder for rimworld. there a file called output it will have any error that happens in it.
#546
Quote from: Makko on September 09, 2016, 08:44:03 PM
Yeah what is up with abominations spawning off the map?

Also, is there a mod or system to let you have a colonist switch between two jobs? I want someone to alternate mining and hauling throughout the day :(

the new work tab lets u set times during the day for jobs so say u want someone to clean at noon for 2 hours u can do that. if u useing the git u have it then if u keeping updated from there
#547
Quote from: Zakhad on September 09, 2016, 07:20:05 PM
I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.

yeah i dont get any either. im thinking they might be doing like the abominations and spawning off teh map. im thinking during winter ima start killing all creature debug once.

loving the works tab mod now. being able to go from 1-9+ priority for jobs is nice yet if u want to even dig deeper can set certain times for jobs.
#548
Quote from: RudBoy on September 08, 2016, 09:56:43 PM
Should I post a screenshot of every Error I get in this mod? or would there be a better way to inform the modders of SK Hardcore?

go into yoour game folder for rimworld then go into RimWorldWin_Data there a output file it will have the error in there just copy paste.
#549
if u get a stuck event just go to debug and end it.

for food at start what i do to avoid  ton of spoilage is this.

1. produce enoough roasted meat ffor 2-3 days for each colonist.
2. once i get enoough roasted meat i produce enough jerky to last for 15+ days ( 15 for 1 colonist 30 for 2 and so)
    reason to keep that much jerky is just in case something happens(toxiic fallout, all animals die,)
3. till u get a manager desk up u have to micro manage your hunter/cook.
    usualy when i get the desk i put 100 meat setting till fall then switch it to 200 then when temps drop i bump it
    up.
permiscain or whatevedr its called is better than jerky but tales way to long to make compared to it.
#550
Quote from: Dudok22 on September 01, 2016, 05:15:59 PM
I just realised that chicken eggs cant be used in meals. I have few chickens and I started to notice that my freezer is filling up slowly with eggs. I have more than 120 right now but I have no use for them.

just use the manager and have it keep a few for new eggs and have it kill any extra. right now i have 12 turkeys. 2 adult female for new ones 1 male for fertilzation and keep 5 male and 5 female adolsent and when they get adult they get slaughtered.
#551
Quote from: zoranjoza on August 29, 2016, 09:11:19 AM
How does compost bin works?

put stuff in nand wait till it decays into compost. when the meat/food is put in there its durablity will start to go down and when it hits 0 it turn into compost. pretty much just like real life. only bad thing is that it only takess raw foods cant throw in extra cooked food.
#552
Quote from: TrashMan on August 27, 2016, 09:51:15 AM
Quote from: popster99 on August 23, 2016, 07:41:52 AM
well you clearly read up how to play this didn't you its quite simple if you need steel and the other parts just break down all the ship parts around the map and most if not all of those metals can be ignored and there is prepare carefully in the latest version on GitHub and many other fixes are on that version don't worry about the new ores just look through things and see what you can make stuff with or ask on here for help

I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.

u must be playing the wrong mods as this mod pack doesnt remove steel. :o
tbh imo u need to get off your high horse >:(. they spend all this time getting 30+ mods to work together for u to use free of charge and u crying hell that they did something u dont llike? :-X

go try downloading all these mods seprate and install them and see the hundreds of errors, over writes, and graphic glitches u get.

great job on the git version guys. glad u added follow me as was tired of someone forming a bond with livestock aka the chicken or cow and the livestock following them into battle or hunting  ;D
#553
just a note for githup users the latest git hub version mightt break your save. i could start a new game but couldnt load the game from few hours before that.
#554
on the misc incidents what part do we update to fix the pawns not able to return? is it just the .dll or shoould we updated the whole mod?
#555
Quote from: Jalordon on August 25, 2016, 03:40:51 PM
Has anyone experienced out of memory crashes when playing on 400x400?

I noticed that the game frequently closed on its own any where from 20 - 120 minutes, and an error report generated suggested the game ran out of memory.

When i went down to 350x350 I stopped having the crashes (very rarely it would run out of memory still but almost never compared to 400x400)

Is this inevitable because of how much stuff this mod adds and how demanding 400x400 is or is there another reason for it?

rimworld is a 32bit ap so go figure from that. bigger map= more memory used. also this mod pack probaly doubles your ram usage so u going over the limit.