[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.

Jakey52

is there any way to modify spawn rates for biodiveristy mobs? like the rimdogt and spindlecrab, mosquito etc etc, if so how do i go about doing it?

Turner


Tivec

Quote from: Turner on March 27, 2016, 03:39:50 PM
Im still missing a research bench...was it renamed?

Check the misc tab. If it is not there, you have not installed the mod pack properly :)

Edgewise

Quote from: Turner on March 27, 2016, 03:39:50 PM
Im still missing a research bench...was it renamed?

Nope.  It should be in the miscellaneous tab.

Edit:  Doh!  Guess I shoulda refreshed the page before posting.

Mrshilka

Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...

I only set up a mending area for superior or greater clothing items I have set for my colonist to wear, keeping 2 of every item they where is stock they come in and swap clothing out when it has lots a few hps and much quicker to repair, the only long term repairs I end up doing are my ballistic shields after raids and I carry 4 of those spare.

RooSalad

It seems that every single game I've tried to play (about 15 or 16) there has been a re-occurring, game-breaking problem.

After several days (usually just about long enough to get a basic base set up, with some real beds. Just before I start getting power sorted out) the Cooking Grills stop working completely.
This causes my colonists to eventually begin to starve to death.

After said problem begins, my colonist will no longer prioritize cooking jerky on the grills, regardless of the availability of raw (fresh) meat to cook. The colonists (when manually told to cook on grill) cannot do so, because the option to Cook on Grill is grey'd out, and says that it "lacks materials".
This has happened to every single colony I've attempted to make, while the Grill DOES NOT lack materials. There is always plenty of fresh raw meat in appropriate stockpiles to be cooked. They ALWAYS have the required cooking level to attempt to cook jerky.

Also, once this problem begins, my colonists will no longer acknowledge the existence of (fresh) cooked Jerky in my stockpile, and they will make no attempt to auto-eat it themselves. I have to force them to Consume Jerky before they starve to death.

Is this a common bug? It's completely game breaking for me, as I prefer to make Jerky the early game food of choice until Power is readily available.

Also, I'd like to say that I'm very aware of how to install the SK modpack, and I've tried to completely uninstall and re-install the entire pack (even start with a completely new game installation) multiple times.


tl;dr
After several days, no matter what I do the Cooking Grill stops working completely. Says its lacks materials, and colonists can no longer craft/cook jerky. The colonists will also completely disregard any jerky in my stockpile, no matter how fresh it is.

Civrock

Should I just be able to de-activate the crash landing mod? I did not really like how much resources and many many settlers come out of it.

When I do disable the mod, it seems to take the option of reloading with it. That is, when a guy has a weapon equipped there is no longer an option to manually reload. I have to wait until they run out of ammo entirely to start reloading.

Edgewise

Quote from: RooSalad on March 27, 2016, 09:14:04 PM
It seems that every single game I've tried to play (about 15 or 16) there has been a re-occurring, game-breaking problem.

After several days (usually just about long enough to get a basic base set up, with some real beds. Just before I start getting power sorted out) the Cooking Grills stop working completely.
This causes my colonists to eventually begin to starve to death.

After said problem begins, my colonist will no longer prioritize cooking jerky on the grills, regardless of the availability of raw (fresh) meat to cook. The colonists (when manually told to cook on grill) cannot do so, because the option to Cook on Grill is grey'd out, and says that it "lacks materials".
This has happened to every single colony I've attempted to make, while the Grill DOES NOT lack materials. There is always plenty of fresh raw meat in appropriate stockpiles to be cooked. They ALWAYS have the required cooking level to attempt to cook jerky.

Also, once this problem begins, my colonists will no longer acknowledge the existence of (fresh) cooked Jerky in my stockpile, and they will make no attempt to auto-eat it themselves. I have to force them to Consume Jerky before they starve to death.

Is this a common bug? It's completely game breaking for me, as I prefer to make Jerky the early game food of choice until Power is readily available.

Also, I'd like to say that I'm very aware of how to install the SK modpack, and I've tried to completely uninstall and re-install the entire pack (even start with a completely new game installation) multiple times.


tl;dr
After several days, no matter what I do the Cooking Grill stops working completely. Says its lacks materials, and colonists can no longer craft/cook jerky. The colonists will also completely disregard any jerky in my stockpile, no matter how fresh it is.

I have not seen this bug.  There could be a conflict somewhere in your files affecting behavior of your colonists or something along those lines.  I would try a clean install of the game and mod-pack.  This gets rid of most issues for me.  In a couple cases I DL'd an updated version of a mod that was newer than the one in the SK pack in order to deal with a problem.  This should be a last resort, as most mods in the SK pack have been further altered to work in their mod-pack.  Hospitality with the hotfix to stop visitors from self-recruiting is the only one I can say for sure should be treated this way.

RooSalad

Quote from: Edgewise on March 27, 2016, 11:23:04 PM
Quote from: RooSalad on March 27, 2016, 09:14:04 PM
"..."-Snipped

I have not seen this bug.  There could be a conflict somewhere in your files affecting behavior of your colonists or something along those lines.  I would try a clean install of the game and mod-pack.  This gets rid of most issues for me.  In a couple cases I DL'd an updated version of a mod that was newer than the one in the SK pack in order to deal with a problem.  This should be a last resort, as most mods in the SK pack have been further altered to work in their mod-pack.  Hospitality with the hotfix to stop visitors from self-recruiting is the only one I can say for sure should be treated this way.
I think I may have figured it out. I think that I forgot to download one of the specific patches a few months ago, from Github. I'll get back to you to confirm or deny the fix.

KingRStone

How to make carbon fiber? It's necessary to make alloy table. ( ͡° ʖ̯ ͡°)

Fafn1r

Quote from: KingRStone on March 28, 2016, 01:44:31 AM
How to make carbon fiber? It's necessary to make alloy table. ( ͡° ʖ̯ ͡°)

Easiest (not necessarily safest) way is deconstructing mechanoids.

RooSalad

Quote from: RooSalad on March 27, 2016, 11:35:07 PM
Quote from: Edgewise on March 27, 2016, 11:23:04 PM
Quote from: RooSalad on March 27, 2016, 09:14:04 PM
"..."-Snipped

I have not seen this bug.  There could be a conflict somewhere in your files affecting behavior of your colonists or something along those lines.  I would try a clean install of the game and mod-pack.  This gets rid of most issues for me.  In a couple cases I DL'd an updated version of a mod that was newer than the one in the SK pack in order to deal with a problem.  This should be a last resort, as most mods in the SK pack have been further altered to work in their mod-pack.  Hospitality with the hotfix to stop visitors from self-recruiting is the only one I can say for sure should be treated this way.
I think I may have figured it out. I think that I forgot to download one of the specific patches a few months ago, from Github. I'll get back to you to confirm or deny the fix.

Figured it out. I've been playing on HardcoreSK pack that I got from Nexus, which is COMPLETELY differetnt from the one on Github. The github version seems to work fine.

Kadrush

Quote from: Edgewise on March 27, 2016, 12:56:22 AM
Quote from: Jakey52 on March 26, 2016, 10:13:57 PM
Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony :P

It's not in the main folder because most ppl don't use it, but it works fine.  It was kinda neat, except you start with tons of resources you normally wouldn't, very ez mode.  And sometimes things happen right at the start, like a chunk of ship hits a mechanoid inhabited building and scythers run out and kill you 3 minutes into the first day.

Note to self: A wise man does not smelt the fire extinguisher.

Crash landing actually made the game harder for me.

I was trying to set a good start for me, and changed the crash template on the mod folder to giver me, 4 cryosleep, 2 weapon decks, 2 food, 1 nutrient, 1 domestic animal and 2 medicine modules + random drops. Needless to say that my wealth skyrockets on year one, I had to feed a lot of people in low tech and worse, had to deal with strong raids related to that wealth, from tghe beginning. Result, lot of frustration and curses.

Turned off the mod, used extra points on prepare carefully and made a drop with 6 colonits, much funnier, year 3 and colony is still alive, altough cassandra keep trying to destroy it.


shilum

I was wondering if anyone could explain the developers mode menu? Especially the "enable damage' and "enable player damage". I tried disabling them one at a time and both at a time. After testing it by trying to kill an animal no damage was caused with each test.

Tiberiumkyle

Quote from: shilum on March 28, 2016, 08:22:18 AM
I was wondering if anyone could explain the developers mode menu? Especially the "enable damage' and "enable player damage". I tried disabling them one at a time and both at a time. After testing it by trying to kill an animal no damage was caused with each test.

Unchecking 'enable damage' turns off ALL damage, nothing will take damage. Certain scripted deaths may still occur, haven't tested that much.

Unchecking 'enable player damage' makes it so player controlled colonists and tamed animals won't take damage. Everything else will, such as friendly pawns (guests), enemies, wild animals, buildings, items, etc. This includes things equipped on player controlled colonists, they won't be hurt, but their gear will be.