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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 1891012 times)

JaQ

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1020 on: September 18, 2015, 09:05:22 AM »

I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?
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zenfur

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1021 on: September 18, 2015, 09:37:20 AM »

I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?

I think it was because of issues with Combat Realism and sky wanted to make release as quick as possible. I think he'll work on this compatibility in next release.

I confused Rimsenal with Rimfire :(

Also I'd be thankful if someone could translate changelogs :)
« Last Edit: September 19, 2015, 08:02:06 AM by zenfur »
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Little posts, quality posts.

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skyarkhangel

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1022 on: September 18, 2015, 09:52:18 AM »

I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?

Rimarsenal weaponry does not fit to modpack idea and it will never in Hardcore SK.
Hardcore SK project working on realism and some futuristic ideas. Rimarsenal = fanstasy theme.  We have own "Rimarsenal" like project, with 5-6 factions, which fits and soon it will be ready.
« Last Edit: September 18, 2015, 10:05:30 AM by skyarkhangel »
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JaQ

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1023 on: September 18, 2015, 11:57:14 AM »


Rimarsenal weaponry does not fit to modpack idea and it will never in Hardcore SK.
Hardcore SK project working on realism and some futuristic ideas. Rimarsenal = fanstasy theme.  We have own "Rimarsenal" like project, with 5-6 factions, which fits and soon it will be ready.

And so you made me very sad. :(
Just kidding, I respect and understand your decision since Rimsenal is making it's own theme and lore. Still I love this theme and lore.
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skyarkhangel

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1024 on: September 18, 2015, 01:01:30 PM »

Also I'd be thankful if someone could translate changelogs :)

I specifically overworked this 2 weeks... Done so much.. I don't hype .. if I say that i worked for 12-14 hours every day for this 2 weeks... there are no forces for translation, may be later.

the game has become more friendly to the player. It was the main focus for 2.2.
« Last Edit: September 18, 2015, 01:06:35 PM by skyarkhangel »
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notfood

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1025 on: September 18, 2015, 01:13:51 PM »

Thank you for your hard work.

Problem under Linux:



I fixed it by linking LT_RedistHeat/Textures\ to LT_RedistHeat/Textures in the filesystem.

Should probably remove the backslash somewhere in the mod.

Another bug: Reloading a weapon causes the colonist to drop everything on the ground and become naked.

More bug: Set Force Target against a wall/pawn causes a turret to become stuck and unable to do anything.


Tried against a raid, turret doesn't shoot at all.
« Last Edit: September 18, 2015, 02:12:57 PM by notfood »
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jenzelkat

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1026 on: September 18, 2015, 02:38:21 PM »

I've also got a strange glitch where the work tab is completely blank, just a blue box with no way to set jobs or work preferences. It's been occurring with and without the work presets mod activated.
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Uglyr

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1027 on: September 18, 2015, 05:19:53 PM »

Strange that domestic cats are carnivorous only. On my real life practic they eat everything if hungry

 enough. But now I have Ice sheet biome start, I have survival meal, eggplants, mushrooms but my starting cat is going to die of hunger due to lack of meat.
« Last Edit: September 18, 2015, 05:58:30 PM by Uglyr »
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skyarkhangel

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1028 on: September 18, 2015, 06:13:07 PM »

There about 4 hotfixes already.. updated links from dropbox and yandex.
For nexusmods soon.

notfood, please re-download. Bug with turret already fixed.

Upd. For nexusmods updated too.
« Last Edit: September 18, 2015, 08:06:23 PM by skyarkhangel »
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TheGentlmen

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1029 on: September 18, 2015, 07:21:59 PM »

EE started a series using this modpack! Congrats!
https://www.youtube.com/watch?v=kdsnIyG_y58
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skyarkhangel

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1030 on: September 18, 2015, 08:58:59 PM »

EE started a series using this modpack! Congrats!
https://www.youtube.com/watch?v=kdsnIyG_y58

it will be interesting to see... I sighed with relief, he choose the normal difficulty  :D
Some streamers choose Hildegarde extreme.. and without save/load.. it's achievement to reach 150 day  8)

EE, if you will see this message, please re-upload 2.2 with hotfixes.
« Last Edit: September 18, 2015, 09:08:36 PM by skyarkhangel »
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jackmacc

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1031 on: September 19, 2015, 02:27:58 AM »

Hi I downloaded this pack the moment I saw EE using it. I love it so far but i've run into a problem that makes it impossible for me to go much further. I have not been able to find a way to fix it either.

My colonists go about their lives working and researching and then just....stop. One by one they all just stop moving. Time passes, the restrictions ive set for them go by but they just keep standing there. Doing nothing.

I have no idea why they are doing this and I cannot find any fix for it. Please help. I've had fun with the short time I've used this mod pack so far.

I have attached a screenshot of the colonists frozen in place. Occasionally one might run over eat something and then continue standing. But mostly they stand there till they fall over from exhaustion then stand back up to continue staring at the wall.

[attachment deleted due to age]
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Jariman

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1032 on: September 19, 2015, 03:54:03 AM »




2 error create more lags in game :(
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Hugo

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1033 on: September 19, 2015, 06:18:24 AM »

When i downloaded the modpack i got an extra core and i don't know what to do with it i can't put both of them in, please help.
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EnterElysium

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Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
« Reply #1034 on: September 19, 2015, 06:44:04 AM »

EE, if you will see this message, please re-upload 2.2 with hotfixes.

Shall do, thanks! :D Playing with this mod is like some sort of RimWorld xmas - all the shiny new things! Although some of them want to kill you... so perhaps not *that* much like xmas. Thanks for the mod!

Edit: I think I have the newest hotfixed version anyway at 'd' so I should be good I hope!
« Last Edit: September 19, 2015, 06:47:13 AM by EnterElysium »
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