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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1837934 times)

Harry_Dicks

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6525 on: January 04, 2018, 06:57:02 PM »

Crash consistently before planetfall.  I can see the map I am to play on but as soon as I remove popups it crashes to desktop. 
Downloaded the files today.  Have Core, Hugslib, and the rest of the mods alphabetically.  I placed the xml in the proper location. 
Everything else seems to work.

I thought it came with a ModsConfig.xml to have all of the mods loaded in a proper order?
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ErdTod

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6526 on: January 04, 2018, 06:58:06 PM »

I've got the locust attack event that spawned me around 40 crashbugs, and when I killed them - they spawned again, and again - I killed around 200 of them by now, but there are still around 50 of them, and when I kill them - they sawn again. What should I do? Feels like a bug.
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Harry_Dicks

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6527 on: January 04, 2018, 07:01:04 PM »

I've got the locust attack event that spawned me around 40 crashbugs, and when I killed them - they spawned again, and again - I killed around 200 of them by now, but there are still around 50 of them, and when I kill them - they sawn again. What should I do? Feels like a bug.

No no, you've got it right. They are called crashbugs, because they are bugs that keep coming until you crash your game.
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sidfu

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6528 on: January 04, 2018, 07:30:55 PM »

on ccrash bugs just leave them they will eat all the corpses then leave when hungry.

SunSeeker

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6529 on: January 05, 2018, 10:21:52 AM »

Thanks for updating the mod! its impossible to play rimworld without it!
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joeloverbeck

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6530 on: January 05, 2018, 12:42:22 PM »

Can anyone point out that the industrial rollers are back in, whenever that happens? I don't see myself playing with mods if that one isn't included.
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kenmtraveller

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6531 on: January 05, 2018, 02:02:29 PM »

Just saying, it would be so awesome if HCSK incorporated the B18 version of RimAtomics.  Any thoughts about doing so?
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LordDWM

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6532 on: January 05, 2018, 02:48:36 PM »

prison labor has been removed from mod pack? When will the update be?
« Last Edit: January 05, 2018, 02:51:56 PM by LordDWM »
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SunSeeker

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6533 on: January 05, 2018, 03:22:15 PM »

So, I played for about 3 hours and here's what I find:

In the begining everything runs as intended, with only a annoying flaw that is when someone hunt a animal, he/she reload the weapon and go back to base and leave the animal corpse there, strange...

after sometime, the game starts behaving weird, sometimes the pawns forget to do its chores, mainly when having fun, the stand still with no task to do, untill I manually send them to do a labor.

also, sometimes a random animal start running through the map, leaving TONS of blood in its trail. in the early game its okay but when you have tons of thigs going on I suffered a small dps drop.

If you need any screenshot or a log please tell me so, also point where can I upload the files xD
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Harry_Dicks

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6534 on: January 05, 2018, 03:56:19 PM »

So, I played for about 3 hours and here's what I find:

In the begining everything runs as intended, with only a annoying flaw that is when someone hunt a animal, he/she reload the weapon and go back to base and leave the animal corpse there, strange...

after sometime, the game starts behaving weird, sometimes the pawns forget to do its chores, mainly when having fun, the stand still with no task to do, untill I manually send them to do a labor.

also, sometimes a random animal start running through the map, leaving TONS of blood in its trail. in the early game its okay but when you have tons of thigs going on I suffered a small dps drop.

If you need any screenshot or a log please tell me so, also point where can I upload the files xD

There's a mod that has rain wash away all filth, which I think includes blood. Might be worth looking into.
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SunSeeker

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6535 on: January 05, 2018, 07:16:21 PM »

I thought common rain already did this, I'm playing a map with righ rainfall just to erase all this blood
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Harry_Dicks

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6536 on: January 05, 2018, 07:20:54 PM »

I thought common rain already did this, I'm playing a map with righ rainfall just to erase all this blood

I think you're right, but maybe rain doesn't wash away rubble and dirt though. My mistake!
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Sarge

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6537 on: January 05, 2018, 07:23:19 PM »

Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?
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Harry_Dicks

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6538 on: January 05, 2018, 07:54:13 PM »

Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?

Try just copying the Numbers folder from the HardcoreSK/Mods folder, into your RimWorld/Mods folder, then start RW and activate the mod, and keep your fingers crossed that it works! I've already done this with a few of the other mods in HardcoreSK and haven't had any issues.
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baiph

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6539 on: January 05, 2018, 08:53:01 PM »

How would I use Clutter's door lock features here? The one in this modpack is limited as it can just lock a door the same as forbidding it or maybe I am just not doing something right. Thanks.
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