Would it effectively be possible to have an enemy or allied colony on the same map? like a modified siege.
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#107
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 24, 2016, 06:57:48 AM
I have noticed CCL taking an unusually long time to update, I'm not complaining though! I'd rather have the last months worth of additions sky keeps adding to hardcore sk than alpha 15; but of course this is subjective.
Can anyone make sense of today's commit 244323d4187306b949dd3e8dd915735b2fb91d8d ?
I'm not sure, I would guess that they're updating stable version soon.
Can anyone make sense of today's commit 244323d4187306b949dd3e8dd915735b2fb91d8d ?
I'm not sure, I would guess that they're updating stable version soon.
#108
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 23, 2016, 02:45:26 AMQuote from: skyarkhangel on October 23, 2016, 01:07:41 AM
Soon will be completed works with HardcoreSK updater.
Features:
- Automatic installation and update anytime in some clicks. Need only to choose your Rimworld folder. (need internet connection)
- Autoinstall modconfig
- Notifying about new versions.
- Version selection (master test or stable)
- Log updates, saving results.
Screenshot from test:
thats awesome!
#109
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 22, 2016, 02:26:21 PM
Amusing scene in that none of the hive monsters have enough armour penetration to kill the centipede, so they eventually starve trying to bite it, btw I didn't know that the hive creatures would sometimes send out a predator to go kill wildlife then drag it back to base, that's awesome!
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#110
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 22, 2016, 11:39:12 AM
Rofl, Darkness + skynet event at the same time T_T
I got this.... bows and arrows :/ and at that only 120 ammo.
[attachment deleted by admin due to age]
I got this.... bows and arrows :/ and at that only 120 ammo.
[attachment deleted by admin due to age]
#111
Releases / Re: [A15] Hospitality (v1.15c - updated 03.09.2016)
October 20, 2016, 10:39:51 AM
Do you happen to have a github Orion? I was wondering what you did to fix:
GetRoom() error
Fix: visitors not coming while having prisoners (yikes!)
As I'm playing with a alpha 14 modpack and wondering if I could implement the changes myself.
GetRoom() error
Fix: visitors not coming while having prisoners (yikes!)
As I'm playing with a alpha 14 modpack and wondering if I could implement the changes myself.
#112
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 19, 2016, 10:19:50 PMQuote from: skyarkhangel on October 19, 2016, 06:04:05 PMQuote from: sidfu on October 19, 2016, 01:29:16 PM
@skyarkangel is there anyway to tie the terminators into tech level also?
useing skynete and playing tribal start is way to hard. when they attack normaly u just bearly got to medival age unless u got lucky and got a good sceince guy. bows n arrows/ maces vs scar L never go good for the tribals ingame o real life
i thought about it and planning to improve my raid generator allowing for more data.. for example Wealth of colony will affect on selection raid faction
So it only thing that determins it atm is 120 days?
#113
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 19, 2016, 01:04:05 AM
What era of technology are you guys encountering the new skynet event?
I've just encountered them, and I'm currently ending the end of the primitive research tech, armed with 9x19mm / .40 / 12 gauge emp shells (Basically cheap stuff I could grab off vendors / low tier raiders)
And at the moment I'm finding this quite absurd. How am I supposed to kill them 4 vs 1 (the one dude you receive from the event) got who can effectively tank them, if you position him/her/it correctly while you have like 3-5 of you own pawns backstab/blast the living daylight out of them - I'm burning through 100-200 rounds of ammo (mixed types AP/HP etc) with me only killing 1 before they kill my dude. (Also are emp round intentionally meant to have zero effect on them? I figured that might have been my one early game saving grace)
This is on my first year 5501 first spring, (I started in summer) This event needs to be at least year 3 onwards or at least a colony wealth of 500,000 (I have 95,000) when they arrived. I have to accept the event because I have no idea if I'm going to get the unique event again.
It's not impossible but I do think that it needs looking at. What I'm really interested to know is how other people have dealt with the new event, for a comparative of what kind of gear / tech do you have at your disposal when compared to mine, to know weather or not I'm just really scrub.
I'm playing on Cassandra classic, at challenging difficulty.
Edit: the smallest raid event I got after reloading was 2 the biggest 4, this event really needs a fixed amount. 2 was beatable, 3 I ran out of ammo and barely cheesed it, 4 i just got wrecked. For people who don't know why I'm struggling it's because most of their body parts have around 900 hit points. (Including yours of course otherwise why would you bother)
I've just encountered them, and I'm currently ending the end of the primitive research tech, armed with 9x19mm / .40 / 12 gauge emp shells (Basically cheap stuff I could grab off vendors / low tier raiders)
And at the moment I'm finding this quite absurd. How am I supposed to kill them 4 vs 1 (the one dude you receive from the event) got who can effectively tank them, if you position him/her/it correctly while you have like 3-5 of you own pawns backstab/blast the living daylight out of them - I'm burning through 100-200 rounds of ammo (mixed types AP/HP etc) with me only killing 1 before they kill my dude. (Also are emp round intentionally meant to have zero effect on them? I figured that might have been my one early game saving grace)
This is on my first year 5501 first spring, (I started in summer) This event needs to be at least year 3 onwards or at least a colony wealth of 500,000 (I have 95,000) when they arrived. I have to accept the event because I have no idea if I'm going to get the unique event again.
It's not impossible but I do think that it needs looking at. What I'm really interested to know is how other people have dealt with the new event, for a comparative of what kind of gear / tech do you have at your disposal when compared to mine, to know weather or not I'm just really scrub.
I'm playing on Cassandra classic, at challenging difficulty.
Edit: the smallest raid event I got after reloading was 2 the biggest 4, this event really needs a fixed amount. 2 was beatable, 3 I ran out of ammo and barely cheesed it, 4 i just got wrecked. For people who don't know why I'm struggling it's because most of their body parts have around 900 hit points. (Including yours of course otherwise why would you bother)
#114
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 18, 2016, 11:31:00 PMQuote from: Tollazor on October 18, 2016, 07:25:28 PM
Just tested the latest version of Better Pathfinding with Hardcore SK (and nothing else) using a14e. Frozen pawns still.
[A15] Better Pathfinding (v1.2.1 update 10/16)
#115
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 18, 2016, 01:46:35 PMQuote from: sidfu on October 18, 2016, 12:15:10 PM
for those haveing refuel issues i think i kinda found how to get it to work right.
1. the refuel at seems to actualy be refuel till. so at its defualt of 20% they put a 75ish stack only.
2. set the refuel ammount to 50 or greater. for me below 50 they tended to ignore the refuel job but at 100 they did it to much 50 seemed to be the sweet spot. u can also set to 100 then when its got how much u want set to 50.
i did that and in 4 hours of play never had to even bother about refueling.
im thinking it should had been refuel till and not at but i didnt write that mod so. all i knoww is what i did above made the fuel system work.
I've been also testing around with this and i have to agree 20% default is quite bad / gets overridden by other job's when its now necessary to refuel, so having a higher threshold means that it'll get refilled more often or rather kept above the point of where it'd ever be a problem. 50% is where I'm at also.
#116
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 17, 2016, 10:00:04 AM
I Have also mentioned this in the github but not really sure where the best place to offer suggestions are.
I would to make a suggestion that there be an option to make "Hard" cheese instead of soft cheese that has a terrible shelf life of 4 days, or rather a way of "sealing" the cheese,
Method 1. Salting: Salting the cheese so it forms a small rind, and essentially the mould could be scraped off when you wanted to eat it after it'd be stored for a prolonged period of time.
Salt could be produced from the brewery as a form of distillation of water, technically the water would need salt in it so it'd have to be a coastal source or could be traded for. There is also rock salt, but that would involve adding another rocktype.
Method 2. Bandaging: It Involves using fat/tallow/lard with cheese cloth in which the cheese would be wrapped up in a cloth then sealed with the fat.
Fat could be a by-product of butchering animals.
Method 3. Is the easiest. by simply adding the option to make hard cheese like how the game has roasted meat / jerky but has the option to make hard cheese as well as normal cheese, less nutritious but has a much longer shelf life.
By doing methods 1 & 2 you would essentially be opening up other suggestions to do with salt/fat such as salting meats or hardening leather via tallow/fats etc as expanded mechanics/flavour
I would to make a suggestion that there be an option to make "Hard" cheese instead of soft cheese that has a terrible shelf life of 4 days, or rather a way of "sealing" the cheese,
Method 1. Salting: Salting the cheese so it forms a small rind, and essentially the mould could be scraped off when you wanted to eat it after it'd be stored for a prolonged period of time.
Salt could be produced from the brewery as a form of distillation of water, technically the water would need salt in it so it'd have to be a coastal source or could be traded for. There is also rock salt, but that would involve adding another rocktype.
Method 2. Bandaging: It Involves using fat/tallow/lard with cheese cloth in which the cheese would be wrapped up in a cloth then sealed with the fat.
Fat could be a by-product of butchering animals.
Method 3. Is the easiest. by simply adding the option to make hard cheese like how the game has roasted meat / jerky but has the option to make hard cheese as well as normal cheese, less nutritious but has a much longer shelf life.
By doing methods 1 & 2 you would essentially be opening up other suggestions to do with salt/fat such as salting meats or hardening leather via tallow/fats etc as expanded mechanics/flavour
#117
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 17, 2016, 06:54:39 AMQuote from: Nimrod on October 17, 2016, 06:29:21 AMQuote from: Tollazor on October 16, 2016, 10:38:25 PM
skyarkhangel Is there a possibility you could (if you haven't already) check out the better pathfinding a15 mod and incorporate it into Hardcore SK if allowed?
There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all.
+1 endoursing this as it should be part of the modpack.
It should be noted down as part of the modpack if it's included, that it now includes a mod that alters pathfinding. As far as I know there isn't another mod that does it currently; future proofing mod conflicts.
#118
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 17, 2016, 05:43:56 AM
I'm toying around with the idea of making small/key video tutorials on key aspects of the newer features of the mod such as the refuelling, tech tree unlocks for vanilla features that would otherwise confuse people, seeds fertilisation etc.
I would make a video set it as to unlisted post it here for review, (essentially a draft version) re do the video and make it public.
And I was just wondering for idea's what people would essentially like to see.
E.g. A overhaul tutorial of various mechanics or individual aspects?
I would make a video set it as to unlisted post it here for review, (essentially a draft version) re do the video and make it public.
And I was just wondering for idea's what people would essentially like to see.
E.g. A overhaul tutorial of various mechanics or individual aspects?
#119
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 11, 2016, 05:09:59 PMQuote from: Gurrnt on October 11, 2016, 08:40:31 AMQuote from: Zakhad on October 10, 2016, 04:09:29 PMQuote from: Gurrnt on October 10, 2016, 07:26:01 AM
I downloaded the latest version from GitHub and it's somehow using up 3.2-3.5 GB of RAM in the main menu... When it goes past 3.5 GB, it freezes or crashes.
Anyone know how to fix this? It happened to me before on vanilla using P-Music but I have no idea which part of Hardcore SK does this.
When it happened before was it just with p music? The game runs fine for me even though its using 3.2gb in menu but then it goes down to about 2.7gb in game for me.
Are you using 32 bit windows?
How do you know its specifically a memory issue? Are you just literally waiting in the menu until it crashes?
Whats your installation process - don't quote the front page. what are you deleting / replacing / copying etc.
Also if this is still the case when the game crashes it should make a output_log.txt file in a folder with a date on it in your rimworld directory (Delete the others repeat the process so you get a fresh one so that you don't accidentally post the wrong info, or if you're sure about which one it was then you can post anyways.) then paste that info on pastebin and give us the link.
When I installed P-Music in my vanilla game before (Along with other mods), the RAM usage went that high, when I de-activated P-Music, RAM usage went down to 1.2-1.5 GB instead of 3-3.5GB.
I'm running Windows 10 64-bit with 8GB of RAM.
I downloaded Hardcore-SK from github and use the mod files without the extras like high res surfaces, overwrite my Rimworld A14's core with the mod's, in the load order the first three are Core, Core-SK, and CCL.
I was thinking it might have been a memory leak or a 32 bit ram limitation.
Curious that you mention load order, have you by chance not been aware that the modpack comes with a config that you need to put in "AppData\LocalLow\Ludeon Studios\RimWorld\Config"? As load orders never need to be touched in modpacks other than activating a few optional mods at the bottom.
That could cause a crash if its not the one that comes with the pack. But I doubt this is the case. Strange that it would crash at 3.5gb. Specifically you need to give us some crash logs to work with, atm we're just guessing at what could be wrong.
#120
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
October 10, 2016, 04:09:29 PMQuote from: Gurrnt on October 10, 2016, 07:26:01 AM
I downloaded the latest version from GitHub and it's somehow using up 3.2-3.5 GB of RAM in the main menu... When it goes past 3.5 GB, it freezes or crashes.
Anyone know how to fix this? It happened to me before on vanilla using P-Music but I have no idea which part of Hardcore SK does this.
When it happened before was it just with p music? The game runs fine for me even though its using 3.2gb in menu but then it goes down to about 2.7gb in game for me.
Are you using 32 bit windows?
How do you know its specifically a memory issue? Are you just literally waiting in the menu until it crashes?
Whats your installation process - don't quote the front page. what are you deleting / replacing / copying etc.
Also if this is still the case when the game crashes it should make a output_log.txt file in a folder with a date on it in your rimworld directory (Delete the others repeat the process so you get a fresh one so that you don't accidentally post the wrong info, or if you're sure about which one it was then you can post anyways.) then paste that info on pastebin and give us the link.
@Skyark or any dev - the high res graphics where do these go? (I assume they're for testing?) I took a logical guess and put them in the "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core_SK\Textures\Things\Building\Surfaces"

