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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1779555 times)

bowmore

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6780 on: September 19, 2018, 04:30:53 AM »

Canute,
Only the Modpack. I have plenty of steel alloys too.
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BaneOfOrion

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6781 on: September 20, 2018, 10:54:20 AM »

I am having some trouble installing this modpack, for starters i have Rimworld through steam, and when using the launcher it does not show the executable in my steamapps folder when giving the prompt to select it.
edit-alright i have it now that the launcher recognises my rimworld.exe but when i click play i receive an error, missing executable rimworld64.exe, then steam intitiates a short download, i click play when its finished (on the steam popup) and then i get an error and the launcher closes.
« Last Edit: September 20, 2018, 11:25:20 AM by BaneOfOrion »
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SilverKnight

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6782 on: September 28, 2018, 07:39:01 PM »

right now the only thing holding us up for updating pack is CE aka combat extended. without it we cant even start up the game in b19 to make sure we updated stuff right so for now we cant even start.

do not distirb can be added on your own. for dubs issues go to discord and check patches channel the newest dubs is converted but  we just hvent pushed it into the pack yet.

for late game stuff alot of stuff was removed as it served no purpose and was basicaly bloat on the pack. once tylain fixes the 64x  issue on steam and we get CE upated so we can update pack since memory wont be a restraint anymore we probaly start putting in more fluff stuff.
Noice, good luck!

Bumping this as it was hard to find. This is sad, waiting for B19 version. It will be worth the wait.
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bowmore

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6783 on: September 29, 2018, 08:10:30 AM »

Is there a way to make my pawns stop eating raw shimmershrooms? Is the only way to craft higher tiers of food?
I have them running on Pot Roast and Mushrooms and one of the ingredients is the shimmershroom so i can't forbid it.
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Canute

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6784 on: September 29, 2018, 08:33:27 AM »

Try out to add
Smarter Food Selection
https://github.com/juliencsharp/Smarter.food.selection/releases
Since it don't add things, it should work with HCSK.
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bowmore

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6785 on: September 29, 2018, 09:12:57 AM »

Try out to add
Smarter Food Selection
https://github.com/juliencsharp/Smarter.food.selection/releases
Since it don't add things, it should work with HCSK.
Thanks!
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sidfu

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6786 on: September 29, 2018, 09:58:25 AM »

At the end of August the official update of Rimworld B19 "Polish the cannons" was released. Our team decided to start studying the changes and then start work on the transition to a new version. In the process of studying the changes, we became clear that it would a hard update. A lot of small to significant changes, refactoring, literally in everything. Its noticeable that the developer of the game was really preparing for the release, a lot of work has been done and in some places the function debug has already been removed.
We are in the process of updating to the latest version, we hope to release the first B19 update next month.

After off. updates, the installer has stopped correctly to start the game through the Steam "Play" button. This error will be corrected, nearly the update on B19. Temporarily start the game in another way.

HCSK team

bowmore

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6787 on: October 01, 2018, 06:58:41 AM »

There's a strange error where a pawn goes to a haul zone, pallet or a skip and starts putting off and back the resources. After some ticks pawn just starts standing for some time, then tries to haul stuff on and on again.
« Last Edit: October 01, 2018, 07:07:33 AM by bowmore »
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Canute

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6788 on: October 01, 2018, 07:11:29 AM »

bowmore,
you are playing Rimworld A17, and i don't think the HCSK dev team will do/change anything on that version since they are working on the B19 version.

I saw you add a few mod's at your own, maybe try it without them.
So far i remember the final A17 version was pretty stable.

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bowmore

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6789 on: October 01, 2018, 08:05:23 AM »

bowmore,
you are playing Rimworld A17, and i don't think the HCSK dev team will do/change anything on that version since they are working on the B19 version.

I saw you add a few mod's at your own, maybe try it without them.
So far i remember the final A17 version was pretty stable.
Worth a try i suppose
Yeah, it was because of the Food Selection Mod, it's a known bug.
« Last Edit: October 01, 2018, 08:27:32 AM by bowmore »
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Kirmz

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6790 on: October 08, 2018, 02:17:01 PM »

Quote
At the end of August the official update of Rimworld B19 "Polish the cannons" was released. Our team decided to start studying the changes and then start work on the transition to a new version. In the process of studying the changes, we became clear that it would a hard update. A lot of small to significant changes, refactoring, literally in everything. Its noticeable that the developer of the game was really preparing for the release, a lot of work has been done and in some places the function debug has already been removed.
We are in the process of updating to the latest version, we hope to release the first B19 update next month.

After off. updates, the installer has stopped correctly to start the game through the Steam "Play" button. This error will be corrected, nearly the update on B19. Temporarily start the game in another way.

HCSK team

Up until I found your mod I was working on my own... until I saw how much work a total replacement mod for this game would be (and that others have already done it as well if not better then I could.) And long story short, you're welcome to use the tech tree I came up with. It's pretty tight, defs are sorted in order from top left to bottom right in the researchdefs to avoid the whole performance hit of using one of the research mods. Anyways here's a preview if you like it msg me i'll send you the code.

Still lots of room in the later part of the tree for stuff.
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Elimenator8970

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6791 on: October 09, 2018, 03:51:18 PM »

Is there any way to remove the 'Trait Changed' events in the modpack? I've looked everywhere in the mods folder but can't find the event. Even after disabling the events in the scenario editor, they still happen, and I find them quite annoying.
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bowmore

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6792 on: October 10, 2018, 05:39:40 PM »

Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.
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karloss99

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6793 on: October 11, 2018, 08:41:29 AM »

Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.

Each circuit breaker has a maximum limit of power it will stop. The first one unlocked can take three full batteries of power and as such I always have my first battery bank split in threes with the breakers the only path from them to the rest of the grid. Work pretty well for me, and with several battery banks a malfunction in one doesn't kill the lights.
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bowmore

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6794 on: October 14, 2018, 12:01:51 PM »

Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.

Each circuit breaker has a maximum limit of power it will stop. The first one unlocked can take three full batteries of power and as such I always have my first battery bank split in threes with the breakers the only path from them to the rest of the grid. Work pretty well for me, and with several battery banks a malfunction in one doesn't kill the lights.
That's actually a great idea, thank you.
It says that a cirquit breaker can dissipate a charge of 8000W, is that correct?
« Last Edit: October 14, 2018, 12:26:17 PM by bowmore »
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