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Messages - skyarkhangel

Pages: 1 [2] 3 4 ... 44
16
Releases / Re: [A12-17][MODLIST] Fluffy's Mods | Getting ready for A17...
« on: October 04, 2017, 07:38:49 AM »
@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.

I heard about stuffed floors, but still not implemented in HcSk. It's a require lot of work, maybe in the future the players will see it.

17
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: October 04, 2017, 07:28:22 AM »
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.

I myself participated earlier in Combat Extended (previously Combat Realism) and Hardcore SK project very connected with it last 2 years. If the author of the Star wars, Cthulhu - Jecrell, make compatible patch to CE, could work with Hardcore SK. In general, our project is focused on futuristic, sci-fi ideas, make game more realistic. In the same time Jacrell mods are based on fanstasy.

18
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: September 29, 2017, 04:17:41 PM »
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 =/

thats a Rimworld help to save you :D (Vanilla stuff).

19
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: September 29, 2017, 09:47:28 AM »
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.

Yes! Thank you :)

20
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: September 29, 2017, 05:47:28 AM »
Updated feast party from A14. Available on latest github update.

21
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: September 07, 2017, 01:31:47 PM »
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.

We still not finish to enable portability for all worktables. Fix that in the future.

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

Hello! Welcome to our discord channel, we will help.
https://discord.gg/FMPRSKr

Just commented to say congrats on 1 million views

Thank you :)

22
Outdated / Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.1)
« on: June 18, 2017, 05:54:23 PM »
I'll check this error. Problem with recipe that using <workerCounterClass>RecipeWorkerCounter_MakeStoneBlocks</workerCounterClass>.

recipe.products list count 0. And then popup error when mod trying to get first from array in emply list.

just add a check in DoConfigInterface, to avoid this bug:
Code: [Select]
            if (__instance.recipe.products.Count() <= 0)
                return;

23
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: June 06, 2017, 09:32:50 PM »
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?

Coal generator works on coal or peat.
Yes u can disable. Just find xml: Mods\Core_SK\Defs\IncidentDefs\Incidents_SK_Events.xml
and  find <defName>Swarm</defName>, then set <baseChance>0</baseChance>

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.

We are already working on A17, Event generation, trader caravans and their chance reworked.

24
Outdated / Re: [A16]RuntimeGC In-Game Cleaner
« on: May 20, 2017, 04:12:24 AM »
tested on Hardcore SK with player who previously using worldpawnGC and still have problems with lags. RuntimeGC In-Game Cleaner solve it.
A Magic mod!  :P
Thanks ;D 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! :P
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?

Thank you, yep, already added reference to mod, with link to main mod topic.
 Yep, latest 01 version, works perfect. Keep it up!

25
Outdated / Re: [A16]RuntimeGC In-Game Cleaner
« on: May 16, 2017, 09:19:37 AM »
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 :P

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.

tested on Hardcore SK with player who previously using worldpawnGC and still have problems with lags. RuntimeGC In-Game Cleaner solve it.
A Magic mod!  :P

26
General Discussion / Re: ALL DOCTORS ARE SICK!!!
« on: May 14, 2017, 10:13:02 PM »
Troll + Caps = ban x2

27
Mods / Re: Heavily modded save not loading after character death.
« on: May 10, 2017, 06:21:06 PM »
Upload save file, may be we can help you.

The file is too big for the forum, it's 900KB, can only upload 600 :( My discord is in the OP if you're willing to add me for it.

Join and pm me.
https://discord.gg/rtdm9CY

28
Mods / Re: Heavily modded save not loading after character death.
« on: May 10, 2017, 04:02:51 PM »
Upload save file, may be we can help you.

29
Mods / Re: Heavily modded save not loading after character death.
« on: May 09, 2017, 11:10:02 PM »
You should try. This is an ordinary task for logic, to find thing that not exist, with tips from debug log.

30
Mods / Re: Heavily modded save not loading after character death.
« on: May 09, 2017, 10:19:02 PM »
so if pawn died and have relations to pawns that exist to any pawn in your game he wouldn't deleted. Find his spouse relation and then check this spouse.

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