[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.

Utherix

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

Its from refined oil products, made in the oil refinery and then the chemical workstation.

CastAway

Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...

sidfu

Quote from: CastAway on March 28, 2016, 05:55:05 PM
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...

can u do more than take .00000001 sec looking and think. this is the offical mod forum for the game do u honestly think after all these posts all these people useing it that u gonna gete a virius?

CastAway

Quote from: sidfu on March 28, 2016, 06:00:30 PM
Quote from: CastAway on March 28, 2016, 05:55:05 PM
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...

can u do more than take .00000001 sec looking and think. this is the offical mod forum for the game do u honestly think after all these posts all these people useing it that u gonna gete a virius?

I would prefer not to trust anyone. Using GitHub for distributing binaries is kinda weird anyway. Why not to add the sources to the repo?

Turner

Is it possible to force the mod load order to actually load the mods correctly? say if you disabled the mods and want them back in the order it was do you have to do it your self or re-download? I'm asking because even if I download it correctly It does not force the mod config file to actually load the mods as I had to do it all my self one mod at a time while going back and forth from one screen to another to see where one mod goes in the order

Tivec

Quote from: CastAway on March 28, 2016, 06:14:43 PM
Quote from: sidfu on March 28, 2016, 06:00:30 PM
Quote from: CastAway on March 28, 2016, 05:55:05 PM
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...

can u do more than take .00000001 sec looking and think. this is the offical mod forum for the game do u honestly think after all these posts all these people useing it that u gonna gete a virius?

I would prefer not to trust anyone. Using GitHub for distributing binaries is kinda weird anyway. Why not to add the sources to the repo?

I understand your point, I would also like to see the sources for the assemblies so that I can properly report bugs (and even find the solution for them). That said, you can always run the game sandboxed if you are paranoid (Sandboxie for example).

sidfu

Quote from: Turner on March 29, 2016, 12:00:40 AM
Is it possible to force the mod load order to actually load the mods correctly? say if you disabled the mods and want them back in the order it was do you have to do it your self or re-download? I'm asking because even if I download it correctly It does not force the mod config file to actually load the mods as I had to do it all my self one mod at a time while going back and forth from one screen to another to see where one mod goes in the order

the file that comes with it is for the load order.  use that just do this.

1. make sure to run the game before u install the mods and the .xml.(u just need to go to the main menu then quite)
2.go to the folder stated and overwrite the mod order .xml thats in there with theone thats provided by the mod pack and when u boot the game up all mods will be in that order.

CastAway

Quote from: Tivec on March 29, 2016, 12:22:43 AM
Quote from: CastAway on March 28, 2016, 06:14:43 PM
I would prefer not to trust anyone. Using GitHub for distributing binaries is kinda weird anyway. Why not to add the sources to the repo?

I understand your point, I would also like to see the sources for the assemblies so that I can properly report bugs (and even find the solution for them). That said, you can always run the game sandboxed if you are paranoid (Sandboxie for example).

There is apparently sandbox-exec built-in in OSX, so I could make a config for RimWorld and remember to always run it sandboxed and NEVER start normally, but it would be much more simple just to compile the sources myself.

Edit: I believe I can override CFBundleExecutable in Info.plist to always start it sandboxed by default so it seems to be less a hassle than I thought, but still one has to rely on the sandbox and to be unable to tweak the binaries. Any comment on why the mods sources are not in the repo?

Fluffy (l2032)

I too, am a little concerned about what mods can potentially do. Mods have (at least in windows - I can't speak for unix based OS's) full access to your filesystem, including network - limited only by what the account Rimworld is in can do. I could quite easily download another executable, say a keylogger, and have that run in the background every time you run Rimworld - and probably have it keep running even after you quit the game. I've never tried this, and I'm not sure whether or not antivirus/antimalware would pick up on this, but I am fairly sure that if they didn't - hardly anyone would notice.

Asking for source is a very reasonable request in these circumstances. The argument that if noone reported anything it's safe is a non-argument, it's much harder to detect this stuff if there's no source actually available.

This is part of the reason I include source in all of my mods (the other reasons being: Allowing others to learn from, and improve upon my code; allowing others to adopt and continue my mods if I ever go AWOL; and making sure I don't accidentally loose the source (happens more often than I'd like!). In the end, it's a bunch of text files - they hardly take any space, and the benefits of including them far outweigh the drawbacks.

I know many authors don't include source, but I believe many are slowly coming around to doing so as well - in many cases because it's just simpler for them. I'm not sure if the modpack authors (both HCSK and MVP) keep source around if it's available, but in my opinion they definitely should. I may even add this to my license requirements.

skullywag

The main reason for not showing your source is protection of your code from people who might use it against you in some way/competition. However we all have access to ilspy etc so there really is no point to not showing your source. Ludeon own anything you write into a mod anyways so just include it. Lets be that community that helps and drives each other forward. Not the other kind that so many games have out there.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Ienkoron

If there's someone likely to over react, that's likely to be me :P

Fluffy (l2032)

Quote from: skullywag on March 29, 2016, 03:29:55 AM
-snip- Ludeon own anything you write into a mod anyways -snip-
I've heard that before, but was never able to find anything about that in the (almost non-existant) license terms. Where do you get this info?

Kadrush

Quote from: Ienkoron on March 29, 2016, 04:13:38 AM
is there a reason my colonists won't clean anymore?

you must set a clean zone, check the architect

Ienkoron

If there's someone likely to over react, that's likely to be me :P