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Poll

How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1768433 times)

ChiefSlapahoe

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #345 on: July 09, 2015, 06:36:31 PM »

Yeah its definitely hard to fit all the mods together nicely. When I did it I just kind of mashed them all together and let the load order try to sort it out. Worked nicely but lacked the polish and sort of progression this has.
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projecttemp

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #346 on: July 09, 2015, 11:02:38 PM »

I agree this modpack makes the game much deeper, more interesting, more engaging, and more fun for me. I prefer it over Ninefinger's modpack which is also good, but lacks the depth that this one has.

That said, this modpack still has a lot of bugs which are a problem, hope they are fixed soon :)
Thats why you should report the bug in here or through pms, it will help it get fix faster.
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DaLosar

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #347 on: July 09, 2015, 11:40:37 PM »

Researching Crafting I doesn't enable cotton and devilstrand farm, researching Agriculture I doesn't enable rice, corn and strawberry (both without Seeds Please mod).

With Seeds Please I can't grow tomatoes, watermelon and possibly other stuff, and the crops mentioned above can be planted even without research.
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Kume

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #348 on: July 10, 2015, 01:17:34 AM »

Is there a way to disable the combat realism mod? If I disrupt even a single mod in the load order, the debug log gives me a bunch of cross-reference errors and stuff. After that I have to reinstall everything. I tried editing the ModsConfig.xml too but I can't seem to get it to work.

I just don't enjoy constantly micromanaging to stop friendly fire.
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Enjoyment

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #349 on: July 10, 2015, 05:24:36 AM »

What about bugs with seeds please? (stack errors) And I am missing an option to plant pumkins... Any thoughts/news?
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English is neither my native lang nor my strong side...

projecttemp

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #350 on: July 10, 2015, 08:27:30 AM »

Is there a way to disable the combat realism mod? If I disrupt even a single mod in the load order, the debug log gives me a bunch of cross-reference errors and stuff. After that I have to reinstall everything. I tried editing the ModsConfig.xml too but I can't seem to get it to work.

I just don't enjoy constantly micromanaging to stop friendly fire.
I believe for this, you have to create your own mini-mod which override all the weapons in game with regular "shoot" verb instead of the "Combat_Realism.Verb_ShootXXXX". Combat realism is part of the core mods, so it cannot be disabled without going through a bunch of stuff.
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kaptain_kavern

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BUG REPORT
« Reply #351 on: July 10, 2015, 09:22:08 AM »

1) Stone-cutting at smithing table doesn't seem to drop sand at all. Doing at Stonecutter table is OK though.
(I'm not an expert but there is no <product> tag at all in <workerCounterClass>RecipeWorkerCounter_MakeStoneBlocks</workerCounterClass> in .\Mods\Core_SK\Defs\RecipeDefs\Recipes_Production.xml like for the manual stone-cutting recipe).
IMHO that's why a lot of people complaining about lacking sand ;)
Edit : Adding proper <product> tags for crushed stone and sand (same way as with handed/mecanic wood plank production) had work in my game ... but it don't know the exact value you originally planned
Code: [Select]
<products>
<Sand>20</Sand><CrushedStone>10</CrushedStone>
</products>

2) Is Biodiversity at last update ? (in my game animal doesn't seems to use aggressive behaviors at all)  - Link to last know update by Haplo (here)

3) Some research related small bugs :
  • Can construct automated doors before researching Construction II
  • Same with tiled soil and Agriculture II
  • Same with cotton/devilstrand and Crafting I

4) Some agriculture related bugs :
  • From start all plant are enable to me in the growing zone setting tabs and they're not allowed by research
  • Some doesn't show at all : Egg plant seeds exist but i can't see Egg plants in growing tab


Keep up the good job man Thx

Edit : New update for Seeds Please by Leucetius !!!
« Last Edit: July 10, 2015, 11:19:32 AM by kaptain_kavern »
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djjmatexxe

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #352 on: July 10, 2015, 06:28:52 PM »

Hey all!

First of all: great modpack!
But I can't figure out how to make Synthetic Materials? I must be terribly dumb, i skimmed through all these forum pages, yet cannot find an answer to this.

Thx!
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kaptain_kavern

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #353 on: July 10, 2015, 06:49:21 PM »

At the Assembling workbench (both manual and Electric)
« Last Edit: July 10, 2015, 07:13:52 PM by kaptain_kavern »
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Draevin

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #354 on: July 10, 2015, 11:07:32 PM »

i tracked down the crop issue core_sk is missing some
"                        <sowTags>
                                <li>Ground</li>
                                <li>Hydroponic</li>
                        </sowTags>"
on its crop defs
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kutuzov.optim

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Have you check if you have spare medicine?
Yes, I have a lot of it. But, anyway, I can't set prothesis(
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djjmatexxe

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #356 on: July 11, 2015, 03:15:39 AM »

Thx for the fast answer!

Somehow my Organ Vat doesn't accept corpses, when I try to manually force them to haul it there, it says "no empty place configured to hold it" or something like this. What is the problem?
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Leucetius

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #357 on: July 11, 2015, 03:52:23 AM »

Do you have created the "Make Biomatter" bill? The OrganVet is no stockpile for corpses but a production table. Like a crematory with usable endproduct
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djjmatexxe

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #358 on: July 11, 2015, 04:07:50 AM »

"Extract biomatter from corpse" I have this bill already. Nothing's happening. If I use the crematory bill that works fine.

EDIT: Solved, the colonists didn't want to disturb the graves.
« Last Edit: July 11, 2015, 04:58:02 AM by djjmatexxe »
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kaptain_kavern

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #359 on: July 11, 2015, 09:22:27 AM »

i tracked down the crop issue core_sk is missing some
"                        <sowTags>
                                <li>Ground</li>
                                <li>Hydroponic</li>
                        </sowTags>"
on its crop defs
thx mate. But look in "vegetable Garden_SK" def folder ;)
« Last Edit: July 11, 2015, 09:48:25 AM by kaptain_kavern »
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