[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.

skyarkhangel

Quote from: Masquerine on January 30, 2016, 11:21:33 AM
Quote from: Parole on January 30, 2016, 06:25:29 AM
There is a mod called like autoequip and it could make ur pawns wear clothes with specific bonus(research speed, walking speed, etc) instead of armor one but it doesn't work with this pack when u just add it as regular mod. Long time ago I offered to include it in the pack but got no response.
I just gave it a try and Autoequip seemed to be working. I just added it to the end of the mod list (Autoequip and Autoequip+Infusions). I didn't test it for long, but pawns were grabbing clothing pieces with the bonuses they were told to look for. Some mentions in the Autoequip thread say pawns tend to strip naked sometimes. Otherwise, it seems to be working as is.

Plz, test it more, or someone try.

Masquerine

Quote from: skyarkhangel on January 30, 2016, 11:31:31 AM
Plz, test it more, or someone try.
Will do. I'll holla back later when I've tested it extensively.

Two log errors so far. Melee damage and minimum handling skill not found for the Autoequip settings. Skill settings like cooking, movespeed, maximum/minimum temperature seem to be working correctly. Pawns will correctly swap out gear if you change settings like that. Not seeing the "pawn strips naked" problem people mentioned in the thread. My guess would be the people put restrictions on what type of clothing pawns could wear (say, power armor only), and then they ran out of said clothing. That would mean the pawn would refuse to wear non-power armor clothing. That would result in semi-naked pawns even if clothing was open for grabs (can't wear leather pants if only power armor was chosen for wearing).

I think some of the options need to be removed or tweaked. For example, I didn't see any infusions boosting fishing speed. I spawned probably 500 pieces of clothing, so I figured I'd have seen all the infusions. Would either need to add fishing skill to infusions or remove it as a choice from the clothing settings. So some small tweaking to do there on a few settings like that.

The way to use the mod is that in the Outfits menu, there are two buttons. These are "Edit..." and "Status...". Edit lets you set the general ruleset for all pawns. So if you want every pawn to prioritize movespeed, you would enable "movespeed" option here and give it a value from 0-100%. All pawns would then try to find clothing with movespeed. In the top right corner of this menu there is an "Append Pawn Individual Status". If this is checked, you can tweak pawn clothing rules on a per-pawn basis in the "Status..." menu. These settings can override the general settings if the value is higher. So if my movespeed general setting was 50%, then a pawn's rule has healing speed at 60%, they will find healing speed clothing first. Values that share the same weight are equally considered. So 100% on healing, surgery speed, immunity gain speed would all be considered at the same time when choosing clothing.

Other than what I've mentioned, it seems to work.

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infoweasel

Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.

Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:

My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.

Anyone else experienced this and/or know how to resolve it?

Masquerine

Quote from: infoweasel on January 30, 2016, 01:44:01 PM
Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.

Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:

My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.

Anyone else experienced this and/or know how to resolve it?
That was a bug, not a feature. Sky only recently figured out how to address problems like that concerning animal behaviors (he's still learning things about coding). What version are you using, the Syndicate D copy from the first page (nexus/mega/yandex) or a copy from github? If its the copy from the first page sources then it'll still have that bug. The current github build appears to have it fixed. In a quick test, I had a variety of hungry animals completely ignore the open door to get at the meat inside, as they should.

infoweasel

Quote from: Masquerine on January 30, 2016, 02:03:01 PM
Quote from: infoweasel on January 30, 2016, 01:44:01 PM
Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.

Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:

My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.

Anyone else experienced this and/or know how to resolve it?
That was a bug, not a feature. Sky only recently figured out how to address problems like that concerning animal behaviors (he's still learning things about coding). What version are you using, the Syndicate D copy from the first page (nexus/mega/yandex) or a copy from github? If its the copy from the first page sources then it'll still have that bug. The current github build appears to have it fixed. In a quick test, I had a variety of hungry animals completely ignore the open door to get at the meat inside, as they should.

I did indeed get it from Nexus. I'll go ahead and reinstall from the Github link in this thread. Thanks for the heads-up.

Sira_Eimear

im having a pretty infuriating problem with the pack, for seemingly no reason after a few hours the game will crash and every recent save including autosaves will not load (i get the black screen with menu buttons but no interaction and  the crashlog going crazy) ive tried doing a clean install and everything, any advice?

Masquerine

Quote from: Sira_Eimear on January 30, 2016, 06:24:09 PM
im having a pretty infuriating problem with the pack, for seemingly no reason after a few hours the game will crash and every recent save including autosaves will not load (i get the black screen with menu buttons but no interaction and  the crashlog going crazy) ive tried doing a clean install and everything, any advice?
The crashlog could give a better idea of what caused it, if you can post a picture of it. There was a few things that caused a blackscreen issue like that in Syndicate D, but have been fixed/disabled in the current github build. If you're using the Syndicate D from the first page (nexus/mega/yandex) then my guess would be the shield generators (not nano, other 2 caused that issue on savegame loading). They have since been disabled.

Griffith

Quote from: skyarkhangel on January 30, 2016, 11:31:31 AM
Quote from: Masquerine on January 30, 2016, 11:21:33 AM
Quote from: Parole on January 30, 2016, 06:25:29 AM
There is a mod called like autoequip and it could make ur pawns wear clothes with specific bonus(research speed, walking speed, etc) instead of armor one but it doesn't work with this pack when u just add it as regular mod. Long time ago I offered to include it in the pack but got no response.
I just gave it a try and Autoequip seemed to be working. I just added it to the end of the mod list (Autoequip and Autoequip+Infusions). I didn't test it for long, but pawns were grabbing clothing pieces with the bonuses they were told to look for. Some mentions in the Autoequip thread say pawns tend to strip naked sometimes. Otherwise, it seems to be working as is.

Plz, test it more, or someone try.

Ill add it on to the end of my load order like Masq and see if I end up with any other problems then what hes listed. :)

Sira_Eimear

Quote from: Masquerine on January 30, 2016, 06:51:10 PM
Quote from: Sira_Eimear on January 30, 2016, 06:24:09 PM
im having a pretty infuriating problem with the pack, for seemingly no reason after a few hours the game will crash and every recent save including autosaves will not load (i get the black screen with menu buttons but no interaction and  the crashlog going crazy) ive tried doing a clean install and everything, any advice?
The crashlog could give a better idea of what caused it, if you can post a picture of it. There was a few things that caused a blackscreen issue like that in Syndicate D, but have been fixed/disabled in the current github build. If you're using the Syndicate D from the first page (nexus/mega/yandex) then my guess would be the shield generators (not nano, other 2 caused that issue on savegame loading). They have since been disabled.

Thats probably the case since i was using shields in all the instances i can recall. im looking around but, where can i find the github download?

aiu2003

Using the latest version from github, I can't seem to build the Pod Bed. After digging around, it seems something was changed in an xml file that made it impossible to be built. This is what I changed to fix it.

Mods\Core_SK\Defs\ThingDefs\Buildings_Furniture_SK.xml

change under the Pod Bed designation, ComfyTechTierVI under <DesignationCategory>ComfyTechTierVI</DesignationCategory>  to Furniture

and Machining under <researchPrerequisite>Machining</researchPrerequisite>  to ComFyTechTierVI

TierVI makes sense since it is the best bed. I totally didn't make it tier III so I can access it earlier...

Masquerine

Quote from: Sira_Eimear on January 30, 2016, 07:47:25 PM
Thats probably the case since i was using shields in all the instances i can recall. im looking around but, where can i find the github download?
https://github.com/skyarkhangel/Hardcore-SK
Github link here. You want the "Download zip" on the right side. That will give you the most up to date version of HSK. Last edit was about 7 hours ago.

doodeeda

What does 2.5-17 and 2.5-18 do? Or the merge? I have a colony going on and I'd rather restart now rather than later if the updates are necessary.

Sira_Eimear

Thanks a ton Masq! ill see if there are any more complications ill post back

Masquerine

Quote from: doodeeda on January 30, 2016, 10:21:37 PM
What does 2.5-17 and 2.5-18 do? Or the merge? I have a colony going on and I'd rather restart now rather than later if the updates are necessary.
2.5-17 and 2.5-18 is how Sky numbers the current build. I'm not sure exactly how he determines which edits should change the number. Once he gets to a certain number then I'm assuming he'll do another public release of HSK. You don't really need to change github builds. Just having any copy right now will give you tons of fixes and changes since the public release of Syndicate D, which was over a month ago.

lude

For some reason I don't seem to be able to plant onions (tested with godmode and without)
anyone else have the same problem?


Quote from: infoweasel on January 30, 2016, 01:44:01 PM
Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.

Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:

My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.

Anyone else experienced this and/or know how to resolve it?

They know how to, this is a behaviour caused by them starving and trying to get to a food source, keep your fertilized eggs away from them evil pets!