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Messages - skyarkhangel

#76
Oh you did this! Thank you, iam planning to add seedplease some later with using your version.
#77
just copy modconfig from archive to Ludeon config folder.

Quote from: zzz1000 on January 03, 2017, 06:09:33 PM
Looks like I can't hit gnawlers(?)(plunders event) by weapons. All bullets just fly through.
Not sure but maybe this is related:
Exception ticking Bullet_303British_HP223627: System.NullReferenceException: Object reference not set to an instance of an object
  at Combat_Realism.CompSuppressable.get_parentArmor () [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.ImpactThroughBodySize (Verse.Thing thing, Single height) [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.CheckForFreeIntercept (IntVec3 cell) [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.CheckForFreeInterceptBetween (Vector3 lastExactPos, Vector3 newExactPos) [0x00000] in <filename unknown>:0
  at Combat_Realism.ProjectileCR.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Not sure but seems like raids still do not work, but at least I see other people now.

oh, ok something relate to CR.

#78
Plz, switch off Psychology mod, so its still not compatible for some reasons. I have not time to test it compatibilty, thanks for bug-reports.
Also, if you do fixes, plz push changes to Hardcore SK github, thus you can help fix them faster.
#79
We have own blackjack and hookers! xD
https://pp.vk.me/c637319/v637319847/22cd7/QYFrOKRmezU.jpg
I would'nt release this as a separate mod, for some reason.
#81
Outdated / Re: [A16] Combat Realism v.1.6.9.1 (21.12.16)
December 26, 2016, 08:42:21 AM
Quote from: SwiftShadow on December 26, 2016, 08:37:45 AM
Is there no way to increase bulk? I mean that should literally be the point of a tactical vest to be able to carry lots of mags. But here it adds to the bulk????

Carrying mags in a vest is 10x easier then in pockets.
It should also make it easy to have sidearm and a knife ready to go. But for some reason giving a dude body armor, a shotgun and 40 shotgun slugs brings the dude to his knees already.

Irl  when i was in the military i got a helmet, body armor, a tactical vest, 6 mags (thats 180 bullets of 5.56mm), assult rifle, knife,1 liter water bottle and a few other things. Carrying all that was nothing and i could still do other stuff just fine. Dont think i am some muscular guy, not at all. Here military service is mandatory so  i was pretty much in the same situation as these colonists are, just forced to carry that sh1t and like it.

Now i have never used a shotgun and dont know how much shotgun pellets weight, but i feel like some body armor, a shotgun and 40 pellets should not bring the dude to his carrying bulk limit.

Backpack, loadbearers increase bulk.
#82
Hello i'am still working, need about  ~1-2 weeks more. Already runs on a16.
#83
Help / Re: [A16] Tech Tree Scrolling
December 26, 2016, 05:14:55 AM
RawCode you are wrong. Tynan said already a year ago that one of the trends in the development of Rimworld - improving opportunities for mods. If just listen you, since a16, better not to install mods at all. Current research tree "offset" coords its a bullshit, attempt to somehow fix tree auto-generator, which absolutely can't cope with their task.
#84
Help / Re: [A16] Tech Tree Scrolling
December 25, 2016, 11:27:04 AM
Quote from: Tynan on December 23, 2016, 02:43:16 PM
Great!

I'll be interested to see what solutions modders can come up with now. For me, I might just add a way to add tabs for A16B. There may be invisible links between different tabs but they'll still be listed in the info pane. We'll see.

Hello Tynan, look at this.
https://pp.vk.me/c637319/v637319347/24944/XWNCvHls7M0.jpg

its hardcore sk on a16, with about 190-200 researches + error in debug menu that can't to place some of them bcs of lack of space.

I will be Happy if Fluffy research tree + CCL Help system update to A16 or added to A16.

just compare with Fluffy's research tree, its also hardcore sk tree with 200 researches with auto-generation tree. It like a heaven and earth! Not a comparable level. I'm not sure that Ludeon could make better. Can we willnt reinvent the wheel, its already exist and add with respect for his owners to main game?
http://image.prntscr.com/image/6f48e740ad57441181f1d6cbd0e9b61c.png
http://image.prntscr.com/image/e207b9bccb4c464a8284e413bbcd09cc.png
#85
Outdated / Re: [A16] Oldschool research menu
December 25, 2016, 06:14:01 AM
Quote from: Tusilos on December 25, 2016, 06:10:25 AM
Did you just add this mod?

I was searching for it for the last half an hour.

Yes, just now.
#86
Outdated / [A17] Old style research menu
December 25, 2016, 06:05:04 AM
Many of you would love to return to the old style research menu (before A16).
Your dreams fulfilled, this mini-mod make research menu great again  :D

Download:
http://steamcommunity.com/sharedfiles/filedetails/?id=825487565
#87
Outdated / Re: [A16U] Combat Realism v.1.6.9 (20.12.16)
December 20, 2016, 11:32:19 PM
Quote from: AseaHeru on December 20, 2016, 11:27:14 PM
I havent had issues with CR causing animals to not hunt other ones.

Animals hunting painting the map with blood, yes. Them not doing it in the first place, no.

Please update to latest version. Animal bug attack fixed.

In a16 something bad with calling weapon data, through damage info. Possibilities exist but, not work correctly. Tynan said, that he don't no the reason :/
So i'am with Mrofa's help found another way to get this data.
#88
Outdated / Re: [A16U] Combat Realism v.1.6.9 (20.12.16)
December 20, 2016, 06:36:32 AM
#89
i'am already working on porting to a16, but it takes time. Some of people think that such a huge project can't be updated. Its not true, hardcore sk have "cluster structure" main library and whole project. Most of parts  can be removed if needed or converted into another and for minimal start in a14 require only activate core-CCL-combat realism-core_sk. In a16 - without CCL.
#90
Big thanks to Mrofa, found a solution:

ProjectilePropertiesCR projectileProps = dinfo.WeaponGear.Verbs.Find(s=>s.projectileDef!=null).projectileDef.projectile as ProjectilePropertiesCR;

It could help to anyone in future.