[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

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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.

Xeldrakka

Just picked this mod pack up to go with A12. I followed the mod installation/download instructions properly, but when I fire up my game, it just hangs, never fully loading up to the main menu. I know that having a bundle of mods can definitely increase the time it takes the game to initially load, but this is way, way longer than I've seen from other modpacks and it hasn't once successfully started. Am I doing something wrong, or do I simply need to be very patient for this modpack?

Is anyone else having this issue?

*EDIT*

Okay, found out it was mostly just a sit and wait issue. I have the game up and running now. That said, I'm curious about a few things based on what I've seen from the Prepared mod.

First, does this mod discard most of the weapons and armor from the Rimsenal mod? >.> I'm hoping that I'm simply not seeing what could be there, because those weapons we hands down my absolute favorite mod weapons in the game.

Second, does apparal still have variable stats and effects, bolstering things such as work speed, movement speed, aiming, social skills, medical skills, etc? I ask again based on Rimsenal. I was very fond of the utility and varied nature of what the top end powered armors could give to you, should you survive long enough to be able to afford and create the technology.

Third, are there domestic cats? o.o I saw the cat mod is in, and that there is food for cats, but the game would only let me start with Feenixes and the ice version. No maine coons? =(

Finally, I'm merely curious as to what texture packs this mod uses.
Whoever appeals the law against his fellow man is either a fool or a coward. Whoever cannot take care of themselves without the law is both. For a wounded man should say unto his assailant "If I live, I will kill you, but if I die you are forgiven." Such is the rule of honor.

Kailen_

Having an issue with it not being able to find the textures for a husky after a few in game days. Seems to crash on the get posture method. Null pointer exception. Pretty much unplayable because of this. I guess i could start over without a husky but 3 times now clean install each time, each time my husky disappears.


EDIT: found out it happens when they get super hungry. Seems to happen to rimdogs as well as i am getting random errors about them as well if i let it go long enough. Lots of give job errors all over the place actually.

piratesupr

Umm... How do I make electric smelter? You need integrated circuit to build them, but to craft integrated circuit (in electronic factory), you need silicon, and silicon can only be made by electric smelter , but to make electric smelter you need integrated circuit, and so on.. and on, and on.... Anything I should know? Is my version is outdated? Thanks for the help. =)

Masquerine

Quote from: VendeTTa on December 16, 2015, 02:43:33 PM
Does anyone else have a problem with Sound in game.It just randomly stops and i have to restart the game.It happends every 15 to 20 minutes..
I've had that happen, though usually it takes an hour or more. Restarting the game fixes it, and you can hear a sort of popping sound as the game closes. It's like right as you close the game the sound tries to turn back on, but it's too late.

Quote from: piratesupr on December 18, 2015, 05:05:37 AM
Umm... How do I make electric smelter? You need integrated circuit to build them, but to craft integrated circuit (in electronic factory), you need silicon, and silicon can only be made by electric smelter , but to make electric smelter you need integrated circuit, and so on.. and on, and on.... Anything I should know? Is my version is outdated? Thanks for the help. =)
You're right. Looks like it is impossible to be able to make silicone if you don't already have 6 integrated circuits. The Electric Smelter recipe should be changed to Electric Components instead of Integrated Circuits. Bug needing fix (I'm using the test/github version and it has that issue). Deconstructing personal shields says it gives ICs but that's still not a reliable way of progression (do it at the electronics table - temp workaround to keep you going. Melee raiders tend to wear personal shields). Trading for IC isn't reliable either. Should change the recipe to make progression flow.
Quote from: Kailen_ on December 17, 2015, 09:40:55 PM
Having an issue with it not being able to find the textures for a husky after a few in game days.

If you use the test version linked by Sky a few pages back that bug has been fixed. My rimdogs got hungry and tried to break down doors to get food. Wild wolves attempted the same. No more null exceptions on hungry animals. This test version also ditches metal-type parts (steel, copper, ect) and instead uses metal bars for recipes. Spare parts and Mechanisms remain but everything flows so much more smoothly without having to make steel parts forever. It's not an official update release but at least it makes animals playable again.
Quote from: skyarkhangel on December 11, 2015, 05:39:54 PMWorking test version is available on git: https://github.com/skyarkhangel/Hardcore-SK

Quote from: Xeldrakka on December 17, 2015, 06:45:43 PM
I know that having a bundle of mods can definitely increase the time it takes the game to initially load
Is anyone else having this issue?

First, does this mod discard most of the weapons and armor from the Rimsenal mod?

Second, does apparal still have variable stats and effects?

Third, are there domestic cats?

Game can be slow loading, especially for the very first time as it loads up all the mods and such. Gets a bit faster after that but you still just need to wait it out, as you found out.

Not exactly familiar with rimsenal's weapons and such, but I can comment that weapons/clothing can be infused with random bonuses. Some specific items have built in bonuses, like an oven mitt always prevents food poisoning for cooking. The infused random bonuses can be a wide variety of things from faster shooting, more heat tolerant, better negotiating and so on. Hope that helps.

I noticed cats were in the official release with the animal disappearing bug, but they do not seem to be in the test/github version. The one that fixes said animal bug. Maybe the cats were causing an issue?

Quote from: Tankh on December 17, 2015, 06:04:07 PM
Which research is required for mending items?

Crafting III gives you the smithing table and mending table in Architect>Production.

cari


Kailen_

Quote from: Masquerine on December 18, 2015, 10:44:16 AM
Quote from: VendeTTa on December 16, 2015, 02:43:33 PM
Does anyone else have a problem with Sound in game.It just randomly stops and i have to restart the game.It happends every 15 to 20 minutes..
I've had that happen, though usually it takes an hour or more. Restarting the game fixes it, and you can hear a sort of popping sound as the game closes. It's like right as you close the game the sound tries to turn back on, but it's too late.

I normally just save then load my save. Fixes it everytime. No need to restart the whole game.

Also thanks Masquerine for the suggestion of the github version, ill try it when i get home.

dude2043099

Hey there! Looking for electric components! I ran out and everything needs them, can't figure out where to make them Thank you!

Thorik

Hint:
If you can't see bills for processing fish or making mushroom stew etc. in butchery or kitchen, enable God Mode (by clicking skull icon at top of the screen after enabling Development Tools). It will unblock all the recipes. Afterwards, disable God Mode and added production bills will stay. :)

Quote from: piratesupr on December 18, 2015, 05:05:37 AM
Umm... How do I make electric smelter? You need integrated circuit to build them, but to craft integrated circuit (in electronic factory), you need silicon, and silicon can only be made by electric smelter , but to make electric smelter you need integrated circuit, and so on.. and on, and on.... Anything I should know? Is my version is outdated? Thanks for the help. =)
As said above, disassemble personal shields. Furthermore, explore your map for ancient rooms with Cryptosleep Caskets and deconstruct them - they'll yield circuits among other things.

Quote from: dude2043099 on December 19, 2015, 12:18:10 AM
Hey there! Looking for electric components! I ran out and everything needs them, can't figure out where to make them Thank you!
Electronic components: Architect -> High-tech -> Electronic Table. You'll need glass frame (from Glasswork Table, needs researching), sterling silver and copper (both from melter).

Killaim

is there anyway to make the tarantulas less aggressive towards colonists.

they keep murdering my hunters randomly when they run out. they are way to op to handle since you dont handle it manually when the hunter is auto hunting.

or just some way to remove them from the game would be nice.

any easy edit i can make to a file ?

dunka

Seems like there is something going on with rimdogs. I've noticed they tend to bug out and disappear.  So if I have one targeted to hunt, and come back later sometimes the hunt icon will still be in place, but there is no animal there. If I select it I see the error instead of their information:

JobDriver.GetReport() exception:
System.NullReferenceException: Object reference not set to an instance of an object.
  at Verse.Pawn.GetInspectString () [0x000000] in <filename unknown>:0

Sometimes when loading a save I also see:

Exception drawing RimDog834446: System.NullReferenceException: Object reference not set to an isntance of an object at RimWorld PawnUtility.GetPosture (Verse.Pawm ) [0x000000] in <filename unknown> :0

MightyGooga

Does anybody knows how to allow weed in the stockpiles? I cant find the section for it. The search wont give results for weed also.

RoughPebble

Quote from: gustavoghe on December 20, 2015, 04:10:51 PM
Does anybody knows how to allow weed in the stockpiles? I cant find the section for it. The search wont give results for weed also.
If I remember correctly its under Food > Drugs

Epson

Hey Sky,

Loving the new test build. The removal of parts is a huge improvement IMO and I love the changes to the mines being infinite but needing a mineral deposit.  Thanks for yours & everyone else's work.

skyarkhangel

Quote from: Epson on December 20, 2015, 04:58:21 PM
Hey Sky,

Loving the new test build. The removal of parts is a huge improvement IMO and I love the changes to the mines being infinite but needing a mineral deposit.  Thanks for yours & everyone else's work.

Thank you, we made new alloy system :)
So, soon release. We made a lot of interesting things and in latest test 2.4c-12 new mining system with using sonar scanner to find hidden deposits (now they are invisible), found a way to forbid animals drink alcogol and etc.

skyarkhangel

Quote from: Bolt693 on December 16, 2015, 02:39:22 PM
Great work on the pack Sky. Really enjoying all that your pack has to offer. I was wondering if you had an updated production line image or if this is the most up to date one?
Even if it's in Russian, I can translate fairly easily. Thanks!

Thank you, I already had talk with the author of this craft table about translation into English. I am not the author of this work  :) I try to get the source for translation.

P.S. Latest version for 2.4b with pics!
https://yadi.sk/i/8C7VUxGmkEexf

I am looking for an assistant, which helps to correct descriptions for items, buildings, researches etc.