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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 2411017 times)

Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #495 on: August 04, 2015, 12:07:36 AM »

scary

also, the moment you realize, your primary doctor is in a broken daze, your secondary doctor is missing a leg, and the rest are incapitated or ina broken daze and half the colony has infections that you have a major problem
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #496 on: August 04, 2015, 01:26:53 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.
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #497 on: August 04, 2015, 01:33:47 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.

im not too sure about this and someone should try testing it, im too lazy to do it myself >.>
i think it might be the clothing mod, the game has to decide from a much larger pool to clothe the pawns, ive noticed that the larger the group the longer it takes and im not too sure but it might be taking even longer the colder it is, since it has to give the pawns even more clothes to even be comfortable in the cold weather
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blub01

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #498 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 #499 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 #500 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 #501 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.

Uglyr

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #502 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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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #503 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 #504 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 #505 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 #506 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 #507 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 #508 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 #509 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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