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Messages - skyarkhangel

#46
Quote from: mora145 on March 17, 2017, 06:52:32 PM
Quote from: skyarkhangel on March 16, 2017, 01:49:32 AM
Quote from: porcupine on March 08, 2017, 04:11:49 PM
Hey skyarkhangel,

Are you going to add the Real Fog of War mod into this pack for future releases?  Seems like if we're going for hardcore play, FOW should definitely be included! :D

This feature need to be compatible with our combat system based on Combat Realism (Combat Extended). We'll see in the future.

Hey man! Please contact me for the Spanish translation of the entire pack

Hello, Join our discord server and wrote me.

Quote from: Canute on March 17, 2017, 05:29:51 PM
Hey Sky,
can you give us some hints about the hadron collider ? How to improve the efficiency ?

Decrease temperature for more efficciency. Soon i rebalance collider with new animation.

Quote from: XeoNovaDan on March 13, 2017, 02:51:35 AM
On startup, I am greeted by this error...


Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Nothing major, but y'know: I just wanted to be part of the flood of comments as this is the second most popular thing on the releases section :P

this warning can't be removed until Ludeon remove this error message with 200+ researches in game.
#47
Bugs / Changing entrysong leads to CTD
March 17, 2017, 03:34:10 PM
If change in songdefs entrysong clipPath to another, from mod, would work fine, until switching language to another, lead to crash to desctop with:

Trying to call FMOD_RESULT __stdcall AudioClip::ScriptPCMReadCallback(struct FMOD_SOUND *,void *,unsigned int) on non-legacy AudioClip!
#48
Quote from: porcupine on March 08, 2017, 04:11:49 PM
Hey skyarkhangel,

Are you going to add the Real Fog of War mod into this pack for future releases?  Seems like if we're going for hardcore play, FOW should definitely be included! :D

This feature need to be compatible with our combat system based on Combat Realism (Combat Extended). We'll see in the future.
#50
Quote from: Canute on February 26, 2017, 07:13:22 AM
The modpack is far away from being perfect or even stable.
There are ton's of errors they just appear during gameplay.
I think your lag spikes comes from error's they even appear while the game is paused.
You should take a look at the error window and maybe see what can cause the problem. Delete that thing with dev command. Safe and restart the game (yeah i know it takes ages to restart Rimworld with this modpack), and replace it with the dev command.
Maybe that solve the problem.
I allready needed to disable the ColonistBar mod part because i got hugh errors after loading while some effects.


- All plant boxes realy need a "allow sowing" checkbox ! It is pretty annoying if you want change the growing and got limited seeds.

- Prisoner cell doors don't working, prisoners don't cross them even when they are fored open.

- all recipes from Adv. weapon table arn't repeatable.

Its not true that game is not stable. We try to find reason, why for some players game become less stable with enabled ColonistBarKF. Many of users, play without any serious issues for a long time, also with enabled colonistbar. For example, latest 24h stream marathon by our top streamer passed without ANY problems.
P.S. Some of players  could break even vanilla Rimworld. Just check bugs subforum with tons of issues.
P.S2. A16 - the most bugged update ever released by Ludeon.
#51
NIA come back to Rimworld modder community and start works with CE project as future CR extension with tons of cool features. When CE released, this topic and CR project will be closed.
I finally was able to focus on Hardcore SK  :P
#52
Drawing and redrawing storytellers in videostory:
1) Rey - https://youtu.be/xBNhbMWdLW4
2) Xaseo - https://youtu.be/Qijs7fLL2EI
3) new Hilde - https://youtu.be/afiFjfK3v5c
#53
Quote from: Kitsune on February 05, 2017, 06:16:03 AM
Wanted to ask, if the quarry is now safe to use again? Or is it still destroying savegames? :D

Reworked quarry for a16, should work fine

Quote from: awesowe on February 05, 2017, 04:06:37 AM
Is this pack compatible with Psychology / dub's Bad Hygiene?

seems Psychology compatible with latest update. But not properly work for non-human race.
dub's Bad Hygiene -not tested
#54
Releases / Re: [A16] Better Pawn Control (v1.2)
February 04, 2017, 04:35:44 AM
Updated CR on steam too. So, release CR compatible version :)
#55
Quote from: NoImageAvailable on February 03, 2017, 05:22:59 AM
Quote from: joaonunes on February 02, 2017, 02:32:20 PM
Lastly, will you return to this mod?

Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.

Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.

Hello NIA, come back to us, we miss you :) I also do not have enough time to closely work with CR, so i do everything in my power.
About ammo. A lot of people like CR ammo in Rimworld, like me. I would consider it as a step backwards, if remove this unique feature. Needs only work with loadout system, new feature -  auto ammo finder, to make it better.
#56
Quote from: FreyaMaluk on February 03, 2017, 08:05:37 PM
that is not what I mean
I mean the natural soil itself looks darker than in vanilla...
other visual changes I've noticed:
- rocks have rough edges in this version. For some reason they get very geometrical edges.... They feel... just very weird and not natural
- many grass and trees textures have some kind of bright look, kinda glowy really. It just breaks immersion for me.
- In general color saturation is a thing
I mean.... I adore this modpack... it's very complete and I've noticed how much work is in it, but these visual changes just make the experience not as  enjoyable as intended...
so, please, can you somehow add a option in the "options" menu for more vanilla textures?? or please tell me how to change them

I agree, Im searching in artist who can help to adapt new trees more better.
#57
Quote from: FreyaMaluk on February 03, 2017, 05:25:28 PM
@skyarkhangel this modpack is amazing!!! I can't imagine the amount of work you and your team have put into this. It has almost all the mods I want (No Best Pawn Control, or Colonist Bar)... the only thing I dislike is the change in textures of natural soils in all biomes... is there a way to change that to a more vanilla look? the soil in all biomes has a very saturated, dark brownish kinda look... don't like that at all... please include some options for a more vanilla-like experience... pleaaase ... :)

BetterPawnControl soon add, we make compatible version a week ago for CR with his author.
I'm still thinking about Colonist Bar, you can add it by yourself.
About soil textures, ok.
#58
Quote from: TrashMan on February 03, 2017, 07:30:51 PM
Hey Sky, I've been trying to make Astartes Combat Realism compatible (and by that I mean using ammo and your your systems).

I'm failing.
I made entries for everything - ammo categories, sets, ammo, projectiles, guns, things, etc..
There must be something I'm missing, but I'm not sure what. Can you take a look?

http://www.mediafire.com/file/pculo6zp63z1yi0/Astartes_-_Combat_Realism.rar

Checked. A lot of errors in xmls.
The main:
- Missing CR abstract classes. You need to create own abstract classes!
- Errors in texture path, like using Astares, not Astartes.
Please, check all, make like in CR.

#59
Quote from: Orion on January 28, 2017, 08:42:59 AM
I'm not too happy with these messages either. But at some point the player needs to be warned that things are going wrong.

The percentage thing sounds like an idea that could work.

Its only use InteractionTracker, that Hospitality detours. The same errors without using hospitality and error goes through vanilla InteractionTracker. I'll check that.
#60
Quote from: faltonico on January 26, 2017, 09:08:06 PM
There might be an incompatibility with rumours and deception,
"Getting random element from empty collection"
That is just a warning though, but it can be very very VERY spammy.
Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
RumoursAndDeception.InteractionWorker_ChattedAboutSomeone:ChooseChattedAbout(Pawn, Pawn)
RumoursAndDeception.InteractionWorker_ChattedAboutSomeone:RandomSelectionWeight(Pawn, Pawn)
Hospitality.Detouring.<>c__DisplayClass4:<TryInteractRandomly>b__0(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
Hospitality.Detouring.Pawn_InteractionsTracker:TryInteractRandomly(Pawn_InteractionsTracker)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


This bug i suppose related to RumoursAndDeception that seems have compatibility problems with Alien_Race