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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 2331031 times)

blub01

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #510 on: August 04, 2015, 06:42:59 AM »

I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.

EDIT:

figured it out, and is there any way to make heat strokes less crazy, or disable them? I just had to abandon a colony because i got a heatwave before i managed to get power going, and got a raid with 3 of my 5 colonists incapacitated, and one died almost immediately fighting a raider.
« Last Edit: August 04, 2015, 07:59:50 AM by blub01 »
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1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #511 on: August 04, 2015, 06:59:09 AM »

Don't fear... thier's 5x as much zombies  ;D

@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.

Need test, with disabling some mods. Perhaps it with a specific faction? I have encountered similar freeze bug, when enemies comes, Rimworld generate randomly apperel and weapon with specified cost for a each unit. In some situations with "wrong" cost values, Rimworld begins freeze. Please, check with whom start freezes. Its exactly due with "PawnKindDefs" some faction..
« Last Edit: August 04, 2015, 07:05:33 AM by skyarkhangel »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #512 on: August 04, 2015, 07:08:10 AM »

I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.

Please, build assembly bench.
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blub01

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #513 on: August 04, 2015, 08:01:28 AM »

It might help if a very basic part of the game wasn't in "high tech".
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1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #514 on: August 04, 2015, 08:04:23 AM »

I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.
They coming from the Assembly workbench at Hi-tech menu, no research needed.

And before you ask, Rubber,plastic,Synth Material coming from the Mine extraktor over the Chem lab.

Uglyr

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #515 on: August 04, 2015, 09:23:19 AM »

Need test, with disabling some mods. Perhaps it with a specific faction? I have encountered similar freeze bug, when enemies comes, Rimworld generate randomly apperel and weapon with specified cost for a each unit. In some situations with "wrong" cost values, Rimworld begins freeze. Please, check with whom start freezes. Its exactly due with "PawnKindDefs" some faction..
In my experiense all spawns cause lags. Enemies and visitors and crashed colonists.
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #516 on: August 04, 2015, 10:19:25 AM »

Yes, but when you compare these lag with a raw vanila game spawn lag, it is massive.
And i think apparello and maybe the many different (junk) weapons cause this.

Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #517 on: August 04, 2015, 12:10:28 PM »

it seems easier playing on challenege rather than rough, so far my colonists are living comfortably off of wargs

food storage:



but im keeping a backup

emergency food storage:

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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #518 on: August 04, 2015, 12:51:25 PM »

Lol. exactly will not die of hunger for 1 year.. damn cannibals! :D

Yes, but when you compare these lag with a raw vanila game spawn lag, it is massive.
And i think apparello and maybe the many different (junk) weapons cause this.

I'll try to male lite version without some massive, not very important mods.
« Last Edit: August 04, 2015, 12:54:29 PM by skyarkhangel »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #519 on: August 04, 2015, 01:10:42 PM »

apparantly the story teller decided it will have none of that, higher than average summer tempratures, went up to 15C where the average is -6C. all those corpses are now rotted
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vexen88

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #520 on: August 04, 2015, 01:13:05 PM »

iam haveing a issue with installing the game the right way then getting a black screen that never ends can someone help?
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #521 on: August 04, 2015, 01:15:06 PM »

iam haveing a issue with installing the game the right way then getting a black screen that never ends can someone help?

when black screen?
If when load savegame, try to switch language after launch Rimworld and before loading savegame! It helps..
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #522 on: August 04, 2015, 01:16:25 PM »

i think there's something wrong with the lighted walls, they only provide light for a few seconds only when a colonist walks directly in front of it
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #523 on: August 04, 2015, 01:18:29 PM »

i think there's something wrong with the lighted walls, they only provide light for a few seconds only when a colonist walks directly in front of it

so conceived as a motion sensor :) It looks nice. But sorry, i havent written about this in the description. Added descrition for next version (2 walls with this function.)
« Last Edit: August 04, 2015, 01:32:35 PM by skyarkhangel »
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Product

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #524 on: August 04, 2015, 02:15:10 PM »

Really would love to use this modpack, but it seems to be disabling my ability to change construction materials (no dropdown menu appears to select wood or stone etc)

Im assuming this isnt intentional. Starting to build with only Gold Doors is going to take awhile...

anyone know what could be happening? I already tried reinstalling multiple times
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