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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1781132 times)

sidfu

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5610 on: April 29, 2017, 06:41:54 AM »

disable colonist bar it has issues with aleins. OOM on load is a base game bug nothign we can do about that.

Kellion

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5611 on: April 29, 2017, 06:59:28 AM »

Hey, I played this mod a bunch but I noticed everything breaks down really quickly, and the larger the base the more things need maintenance, even capsules which are designed to last hundreds of YEARS break down in a week...

Is a mod responsible for this? Which one is it, because its kinda insane having to assign 6-8 dudes fulltime repairmen. And there's no bots that you can craft that will do that for you. Last I checked at least.

Apart from that, It's a modpack that must be played like Dorf Fortress, which is quite entertaining. Love all the new factions!
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wolfgang784

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5612 on: April 29, 2017, 08:56:33 AM »

Been enjoying Rimworld for a few weeks now in vanilla and am pretty excited to test out this mod pack a bit. Running into a bit of an issue though. I loaded up a new world with 6 colonists and some basic gear to start me like usual, but even for the number of mods the game is taking a ridiculous amount of resources. My i7-5820k clocked at 3.3GHz is maxing out all 12 cores to 100% with the colonists just standing around, so the lag is terrible. With the game closed my usage is 1-4% since the only other thing open is google chrome with pandora running like usual when I play. Rest of the system is 16GB of DDR4 RAM and a GTX 980ti.

Side note, which mods would you guys recommend me reading up on before playing so its not too confusing? I did play for a few minutes through the lag just to see some things and I couldn't seem to make a door because it kept saying no resources despite enough wood that I had a wall up already.
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Canute

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5613 on: April 29, 2017, 09:49:25 AM »

Is a mod responsible for this? Which one is it, because its kinda insane having to assign 6-8 dudes fulltime repairmen. And there's no bots that you can craft that will do that for you. Last I checked at least.
There are 2 things
1. things can break, and you need a component to fix them, that is vanilia gameplay and still happen at HCSK too.
2. Useable things slowly degrade and need to be fixed, that is indeed a special mod that also include into HCSK modpack.

Once i got the terminator i let him do most of the maintance job, while i force my main constructor to do important constructions.
Since the terminator is pretty fast and don't need sleep, it becomes fast the high skilled one.

Quote
Been enjoying Rimworld for a few weeks now in vanilla and am pretty excited to test out this mod pack a bit. Running into a bit of an issue though. I loaded up a new world with 6 colonists and some basic gear to start me like usual, but even for the number of mods the game is taking a ridiculous amount of resources. My i7-5820k clocked at 3.3GHz is maxing out all 12 cores to 100% with the colonists just standing around, so the lag is terrible. With the game closed my usage is 1-4% since the only other thing open is google chrome with pandora running like usual when I play. Rest of the system is 16GB of DDR4 RAM and a GTX 980ti.
Unfortunably, the modpack isn't perfect. Sounds like you got an repeating error that cause the lag.
Try to disable the colonistbar mod, and look if that help with the lag.

« Last Edit: April 29, 2017, 09:52:58 AM by Canute »
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Kellion

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5614 on: April 29, 2017, 10:17:53 AM »

Ok cool. I found the one called Fluffy breakdowns, I'll take my chances with the Random breakdowns. But I'm looking forward for a Terminator to join in. Those guys can really take a pounding.
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PeTeTe809

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5615 on: April 29, 2017, 05:15:32 PM »

Colonists set to tame animals go and grab the needed food, and they eat it. I have no idea how to produce an 'error' log assuming there is one. I went in dev mode and opened the debug log thingy and no popups there on action.

The handler is full, in fact this guy gave himself food poisoning a few times. When prioritizing the tame function he moves to take the needed treats and eats it, ate a batch of 28 coconuts on top of his jerky meal.

Might be a case of working as intended.
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Canute

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5616 on: April 30, 2017, 02:01:44 AM »

Do you use the modpack only, or do you use addional mods like Smarterfood selection too ?
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canshow

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5617 on: April 30, 2017, 03:18:38 AM »

Good mod overall. Just some things to complain about (even if they are about the packed mods);

-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.) 

Edit: Damn, looks like meteors are bugged for my entire game now,  they do no dmg to anything.
« Last Edit: April 30, 2017, 12:02:27 PM by canshow »
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sidfu

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5618 on: April 30, 2017, 02:52:32 PM »

Good mod overall. Just some things to complain about (even if they are about the packed mods);

-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.) 

Edit: Damn, looks like meteors are bugged for my entire game now,  they do no dmg to anything.

1. of course moutain gonna be imbalanced as moutains spawn ore deposits. there nothing we can do there. cause it would look wierd to have deposits of raw mats on surface on plains with no moutains
2. yes and no to textures causeing long load times. the texutes do increase it some but not much. alot of it comes from it loading xml. hardcore sk has alot of xml entries to read. inface the core sk folder has more xml than the main game
3. there are 2 factions for terminators. u have the raider type terminators that randomly raid u. then u have the ones that are assiated with the skynet events.
4. the locusst spawn is known bug caused by base game
5.did u read the name this is hardcore sk. not base game use raw ore to make everything.
6. bad hygine does hygine like food unless its low enough they dont use. they treat a sink like its a source to shower or bath in so if u have something that gives higher aka shower or tub they go to it to wash. what it does give is something they can use randomly to top off or for u to right lcik an dhave them use.
7. we had no reports by others that the HVAC of redist heat is throwing errors. we use a older version of it that should be  working fine as current most updated one has issues.
8. dont understand what u mean about the nuclear fallout incident?
9. are u sure its a metor or not just razor rain. razor rain dont realy do much. metor event is a 1 hit massive crator hit.

XDevilDanteX

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5619 on: April 30, 2017, 03:06:19 PM »

Guys, I tried to make sterling silver alloy, but colonists use 200 of silver and 30 or about of other ores...
It is a bug or what?
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canshow

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5620 on: April 30, 2017, 07:23:32 PM »

Good mod overall. Just some things to complain about (even if they are about the packed mods);

-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.) 

Edit: Damn, looks like meteors are bugged for my entire game now,  they do no dmg to anything.

1. of course moutain gonna be imbalanced as moutains spawn ore deposits. there nothing we can do there. cause it would look wierd to have deposits of raw mats on surface on plains with no moutains
2. yes and no to textures causeing long load times. the texutes do increase it some but not much. alot of it comes from it loading xml. hardcore sk has alot of xml entries to read. inface the core sk folder has more xml than the main game
3. there are 2 factions for terminators. u have the raider type terminators that randomly raid u. then u have the ones that are assiated with the skynet events.
4. the locusst spawn is known bug caused by base game
5.did u read the name this is hardcore sk. not base game use raw ore to make everything.
6. bad hygine does hygine like food unless its low enough they dont use. they treat a sink like its a source to shower or bath in so if u have something that gives higher aka shower or tub they go to it to wash. what it does give is something they can use randomly to top off or for u to right lcik an dhave them use.
7. we had no reports by others that the HVAC of redist heat is throwing errors. we use a older version of it that should be  working fine as current most updated one has issues.
8. dont understand what u mean about the nuclear fallout incident?
9. are u sure its a metor or not just razor rain. razor rain dont realy do much. metor event is a 1 hit massive crator hit.
1. Hey, ore deposits are always nice lol. But i meant more in regards to events. Other than infestation there really isn't anything to even it out, if that makes sense?
7. Ok. Well I took the latest version of hardcore sk that was posted about 2 weeks ago. I had an AM reactor in a room under a mountain, and funneled the air to an unroofed area using pipes and outlets/inlets. The temperature of the unroofed area wouldn't change, and the temperature of the AM reactor room would go as low as -190 F when it was cooling down (i had reduced the temperature of the room from 3.5k F (not c) to around 400 F using the pipes and 1 vent when it was under normal operation). The unroofed area was separated from the mountain with doors, and it would take the mountain temp if all the doors were open. So idk. Maybe it's the way an unroofed (not outside) area is treated by the outlets. Temperature was very weird though. In the mountain it was 120 F, and in a small ennclosed area with 5 open doors leading outside was also 120F. Outside temp was always significantly lower.

And in my current game, just the way my base is maintaining temperature is really weird. Outside temp is 16F. I have 8 industrial coolers blowing 16F air into my base, and 2 medium coolers blowing 25F air into an 5x8 meatlocker inside my base. Hallway maintains 70F. Rooms/storage/kitchen maintain 70F. 3 Production rooms around 75F, 86F, 106F (75F, 86F, 80F ish when not being used).
https://puu.sh/vBu9v/64ac4f5c64.jpg
Here is what I see on my dev log;
https://puu.sh/vBuWM/38fa6308a7.png

In my first game, heat is mysteriously disappearing. In this game, heat is mysteriously being created. The industrial coolers being the common theme in both games. There is an issue somewhere, what it is exactly idk.

8. When the colony gets hit by a nuclear warhead. I reloaded an earlier save game whenever this happened. 2 out of 3 times this happened, 2 colonists got hurt. The other time I got a pop-up Terminator event message, and my T-800 was killed. So I am not sure if the terminator event is always supposed to happen when the colony gets nuked (when player has a terminator), or if it's supposed to happen randomly when the colony gets nuked and the player has a terminator.

9. Meteors, meteor showers, and razor rain did not do any damage to terrain or any game objects. This was about ~6 years into my game when it started happening, and reloading the game or restarting the game did not help but creating a new game did. Also, when I loaded a a game that I had saved a few seconds after the meteor shower event activated, it got bugged sometime in the middle of the shower where an explosion/impact sprite was repeating itself in one spot of the map like 20 times a second, causing the screen to shake nonstop. This only happened once, and I wasn't able to reproduce it.

Also, looks like anything with animations causes the game to lag. Antimatter reactor, Nuclear Reactor, Tesla generator, and the Gauss wind turbine are huge laggers. Is there anyway to disable their animations?


Guys, I tried to make sterling silver alloy, but colonists use 200 of silver and 30 or about of other ores...
It is a bug or what?

https://puu.sh/vBv5U/2a369ef241.png
See on the side where it says 'small volume ingredients require 20x as much'? Silver is a small volume ingredient. Hence why it uses 200 silver instead of 10. This is through a smelter. 
« Last Edit: May 01, 2017, 12:45:42 AM by canshow »
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twisted067

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5621 on: April 30, 2017, 07:54:33 PM »

Anyone know where I can make 'launcher weapon components'?

Nvm i found it, I needed advanced metalworking research.
« Last Edit: April 30, 2017, 07:56:47 PM by twisted067 »
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Captain_Goatse

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5622 on: May 02, 2017, 12:52:19 AM »

Is there a way to get the text properly translated? That runglish is horrible, and some descriptions are really misleading.
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Canute

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5623 on: May 02, 2017, 03:03:07 AM »

Sure, join their Discord channel (look at the 1. posting) and get a github account.
Then translate proper and made a merge request.
But aware they change something faster then you can translate :-)
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marda87

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Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« Reply #5624 on: May 02, 2017, 09:11:33 AM »

I have got a problem with making caravans with animals to help me carry my stuff to other places... Everytime I try it my HUD dissapears and I cant even open menu. My game continues like nothing happened but I cant do anything. Anyone got any help?
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