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Messages - Zakhad

#136
Another big update on github O.o

Couple of questions

Question 1 @Skyarkhangel How far along is alpha 14 if you were to give like a vague ballpark figure before you start working on alpha 15, as I would like to stream it. But I'm holding off for it to be more or less finished before I do. As I think that restarting the colony due to an update would break immersion/interest. I hope by asking this, that it's not taken the wrong way. I know some mod dev's don't liked being asked when something is done, I'm not specifically asking for when its done I'm just looking for an idea of how far off it is If I were to guess based on what I've seen I would probably say between 75-90% (Edit - after seeing today's changes probably much further back 60-75%) prior to today's update it looked almost done and that it was only missing Psychology mod, now thers an entire interface overhaul with the RA fuel system now that makes sense about all the switches being disabled on the furnaces, you only burn what you need to craft, which is so much better.

Question 2 if you watch a Youtuber/Streamer does adding background music ruin or add to the experience. When I've streamed Rimworld before I've put stuff like old Amiga lemmings ost in the background because I find it strangely appropriate. I would like some opinions if you have any.
#137
The darkness event needs to have levels of difficulty that scales with the storyteller, but honestly only people without construction die because you can just harvest a bush and make a kindling torch that'll keep them alive, but the annoying micromanagement for every colonist is taxingly tedious also prisoners / guests should be exuded. One more final thing is that sometimes if I'm not paying attention to a colonist they will "un-designate themselves and go back to automation and walk straight into the darkness and die due to hunger or w/e"
#138
Quote from: Makko on September 09, 2016, 09:15:15 PM
Ogres cannot be composted, neither can abominations.

They take literally months to biodegrade if left outside in the elements.

Carnivore food / cremation
#139
I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.
#140
Quote from: RudBoy on September 08, 2016, 09:56:43 PM
Should I post a screenshot of every Error I get in this mod? or would there be a better way to inform the modders of SK Hardcore?

Generally speaking if you want to help and improve the mod yes. Especially ones that break the game. But before doing so, follow these few guidelines which help get your issue resolved as fast as possible.

Small Description of what you were doing leading up to it,

What you think is causing it.

Output log as rudeboy mentioned get it hosted at paste bin and give a link no one wants to see couple hundred lines of text in the forums.

Imgur / attachments etc any pictures to help describe the situation.

Github to check whether or not that issue has been fixed or mentioned in the bleeding edge github releases (Daily updates give or take a few days) https://github.com/skyarkhangel/Hardcore-SK/issues

One of the most important things you can do is say EXACTLY what version you're running / Where you downloaded for example I'm running on Github release version of the Hardcore SK pack, at the last commit being "перевод одежды 09/09/16 commit 0e666e0d9aab7a927347527f340383443030ab81"

Finally any changes to the modlist, be it from preference e.g. disabling darkness mod etc or added another mod.
#141
When people are encountering their first psychic ship, what level of technology are you at / what weapons do you have at your disposal? What's preferred method of dealing with them. And whether or not you have to resort to using   cheesy tactics.

I'm asking this because right now I'm at Year 2, I've only just started on doing regular research just ending the tribal level of technology, My main armaments are Scythian bows with metallic arrows, and a couple of scavenged guns one being a Beretta and Tech9 with 1 frag grande. I'm struggling to "Legitimately" kill them in a firefight which is understandable in my level of equipment. It's not that I can't kill them; I could reload until RNG favors me but I find my self doing that more and more often its bad game design if you're reloading due to bad RNG. I want to know whether or not I asking for a petition for them to be delayed for a few years (Year 5 and onwards) seems reasonable? Year 2 seems a bit early especially when fighting against mechanoids with rocket launcher's / pinpoint laser guns that require fire protection against that I have very little. I understand that they scale with wealth so maybe how much they scale could be toned down etc.
#142
Quote from: mrofa on September 03, 2016, 09:37:29 PM
Seems like hash system is still broken ...

Orion can you make visitors not to eat your food :P ?

That's not very hospitable of you
#143
Gets an awesome captive just it find out its only got like 1-2% chance on converting. Caravan comes buy, sells captive into slavery then buys him back -400 silver (1000 or so wood) but at least I wont have to wait a couple of years for a chance to convert without all the suicides & food drains on my economy lol.
#144
Quote from: Parole on September 03, 2016, 05:54:01 PM
Meh. My cannibals still get "We butchered humanlike" debaff... It is ridiculous.

Using just downloaded github version.

Don't you need psychopath for that?
#146
Don't you get less material if you deconstruct something? Seems a tiny bit cheesey if you never loose materials you might as well remove the quality modifier. I don't mean to be negative, just my thoughts, I'm glad it fixed the CTD that Linux users were having.
#147
Honest question how often do you cheat/reload? in this mornings session for me probably 5-10 times within the first 2 hours, (plague within the first 12 days nothing I can do about it 3 dead colonists so I edited the immunity how can I cure plague with only straw beds I've only just started getting hide beds and its not like you can craft medicine from the get go, that's several tech's into the research tree, I did attempt to cure them letting it get to about 70-75% (Medical skill 5-6) before they all started dying so at that point I edited them (Constant care/food 1 of them decided to have a sad mood wander was immediately put down by everyone punching him, got eye scarred and lost a finger... reloaded)

This isn't a complaint I understand that the game is hard, and I purposely play on harder than most difficulty by not spawning with anything other than 5 colonists, I just want to know whats peoples thoughts on saving and reload or just accepting that you really got screwed over etc?
#148
Gets trader gets event animal genocide profit! Surely nothing bad will happen with my newfound wealth :/
#149
Quote from: herrcaptain on September 02, 2016, 04:08:57 PM
Just a quick bug report:

The Skilled Builder mod is causing a crash to desktop under Linux (and apparently on Mac as well but I can't confirm that myself). There have been similar reports on the original mod's thread here: https://ludeon.com/forums/index.php?topic=19764.60

Basically, when skilled builder is turned on for a building, as soon as construction is fully complete the game crashes to desktop. This happens every time.

Simply turning the individual mod off works as a workaround, but I just wanted to give anyone else a head's up if they run into the same issue.

I'm using the latest version from GitHub (commit 1574b7443212dffdcd7cd6845e6ec5b174b0e4b9 ).

Are the people from said thread getting the issue without the modpack? If so its not hardcore SK's fault, if hes got a github you should ideally report it on there on their thread. I hope that this doesn't come across as dismissive. To maybe give you some direction Rimworld is built on unity, there is a small chance it might be a unity bug or it could be a file pathing issue, due to how mac/linux use different directory structures. I would say its unlikely that its acutally a direct problem with your operating system. Don't forget to include crash logs or anything for example my last crash had a folder named 2016-08-31_164306 created, date and some other info at the end of it. Inside that folder is a output log which could be uploaded to paste bin so people can read through the error log and try to help posting 200-300 lines of code in a forum tends to rub people off in a bad way, not suggesting you would judging by you linking the commit version. Goodluck with your endeavour.
#150
Quote from: adecoy95 on September 02, 2016, 10:30:05 AM

can anyone help me understand how to use the colony manager?

i put in a job to make kevlar helmets, and i included raw materials and set it up to create materials, but none of the jobs are added to any of the workbenches except for the kevlar helmet itself, even after getting a colonist to use the manager bench, what did i do wrong?

I never use the manager for crafting items, I find that it'll over burden it with tasks that could otherwise be set at each station, generally speaking when it comes to crafting apparel I always craft until 1 then someone will equip it if they have a worse item, then another gets queued up and made and whenever you have 1 excess it'll stop production. The Manager is fantastic for automating hunting / gathering of mushrooms/berry's/Tree's and finally animal husbandry be it taming or culling etc.