Ludeon Forums
- December 09, 2019, 07:53:32 PM
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@sai05; http://steamcommunity.com/sharedfiles/filedetails/?id=725234314 that should give you an idea. Please don't copy/paste the whole log, but put it online somewhere I can find it.
@Kadian; Ah, I assumed none of the floors were working. Stuffed Floors doesn't automatically make all floors use the stuffing system, I've added a few common floors from vanilla and popular mods, but there are other floor mods out there - it looks like HCSK might be using some of them. Either the author of HCSK or of the original mods would have to make a few modifications to support stuffed floors.
For the record, the way this works is not the same as normal stuff. Floors, unlike furniture and constructions, don't normally allow for a type of stuff. So instead of having one definition for 'wall' that has a variable called 'material' (stuff), floors have a hardcoded material. The way Stuffed Floors works is that it dynamically generates floors for different 'floortype'/material combos, and then uses Architect Sense to group the similar floors together, and give the buttons the same look and feel as walls. In order to support Stuffed Floors, mods would have to add such a floorTypeDef.
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.
Heyho,
i'm having a problem kinda. Whenever i try to burn a forest the storyteller makes it rain/snow/hurricane.
Tried it a dozen times. I throw a molotov and about 2 min later it starts raining. Is there a line i can change to prevent this? It feels totally lame to me having the storyteller prevent forestfires =/
would you plz update the modpack team member list? i can see that there are some guys who cotributed this mod's translation and coding but not listed yet.
Hello, I'm a Korean user who plays this mod very enthusiatized.
But, There's not-reinstallable tables in this mod... even being not reinstallable seems very ridiculous.
Why I can't reinstall research table while I can reinstall butcher table?
And, Why I can't reinstall multi-purpose heater in this game despite I can reinstall my heaters in real life?
Please consider this... and please mend it when the next version released.
Maybe someone has already asked this but after spending half a day searching for an answer your my last hope xD Does Hardcore-SK work with A17 allready? Because i cant get it to run
Just commented to say congrats on 1 million views
if (__instance.recipe.products.Count() <= 0)
return;
Hey Guys hello.
Does anyone know if the steam generator no long accepts Peat as fuel? The strangest thing happened, I started a game a few days ago, and the generetor would accept peat. Now, it wont accept it. Is there a way to change this in config files? Thanks
I also would like to know how to disable the swarm event. Is it possible?
I got my first raid on the 6th of winter. 3 tribal raiders. Seems things are working afterall and I just needed more wealth for the raids at least. Still strange that I don't get any visitors or trade caravans. I will have to try building a com relay for trade.
tested on Hardcore SK with player who previously using worldpawnGC and still have problems with lags. RuntimeGC In-Game Cleaner solve it.Thanks
A Magic mod!and I'm waiting for a stable release of A17 to update my mod,so you could enjoy RuntimeGC A17 with HardcoreSK A17 in the near future!
By the way,don't forget to post any bugs to make this mod better!
PS. I didn't figure out what happened until I searched in the forum...So could you just leave a message in the modders' threads to declare that their mods are referred by your mod pack?I don't mind whether you've informed me of it,but maybe some other modders do...
PS2.Are you sure you're using the latest version (Update01) in your pack?
Detailed introduction:
-Removes all unnecessary World Pawns to alleviate burden of GameSystem
-Keeps all faction leaders
-Keeps all pawns existing in a map
-Keeps all relatives(alive or dead) of your colonists or prisoners
-Keeps all pawns traveling in world map(caravans,transport pods...)
-All tales used by artworks will be kept,but some(a small proportion of) unused tales will be deleted
In fact,you could compare it with Zhentar's one yourself...I'm busy these days sorry
At a high level, this is roughly the same as mine, except that mine doesn't do any pruning of tales. But based on your other comments, it sounds like yours is much more aggressive with relationship pruning than mine is, so the in game effects of yours will be more visible but with a greater performance improvement.
I'll have to take a look at your safety checks though; mine shouldn't ever delete colonists either so I'm curious what cases I might have missed.
Upload save file, may be we can help you.
The file is too big for the forum, it's 900KB, can only upload 600My discord is in the OP if you're willing to add me for it.