[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.

xanatosxan

So can the darkness-sk mod be used separately apart from the rest of the modpack like the zombie apocalypse_sk mod or does it require other mods within the sk modpack in order to function?

Kadrush

Quote from: Fluffy (l2032) on March 29, 2016, 04:53:59 AM
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?

Makes sense as a recent post of the changes on the upcoming Alpha 13 have many features that were already available before on mods. Not very creative from the devs, but it is part of life.

Rhyssia

Neat Mod Pack, one [of many] *tiny* problem I found.

Ram Wool
ArmorRating_Electrical is defined twice (1.25 and 1.2)
[ \Mods\Core_SK\Defs\ThingDefs\Items_Resource_SK.xml ... lines 2077 + 2078 ]

-edit-
After looking through just the apparel files my eyes began to bleed. There were items that contradicted their descriptions everywhere. Also noticed there's a melee weapon hammer that has a range of 8.
Ask me about the Hardcore SK Modpack Discord Server!

Mikk36

Quote from: Fluffy (l2032) on March 29, 2016, 03:23:22 AM
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.
Openly showing the source also allows others to verify if you're just stealing code from others or actually doing stuff yourself and/or crediting others properly (according to license requirements).
It also allows you to show up in another contributors thread and tell them to stop breaking the license if they appear to be using your code with support from other users in case your claim is valid.

skullywag

I kind of dont agree with that last point theres only so many ways of doing something so some code will obviously be duplicated, if you are ripping the whole mod off then yes i agree, but bits of it no. Art and stuff like that is another matter.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Edgewise

While I think the initial source code point is a valid one, I think the thread might get derailed....  Maybe a new thread devoted to this topic is in order.

Ok, issues with the terraforming pump and the  regular pump: 

The regular pump is basically worthless due to it's ridiculously slow speed.  It's much easier and faster to drop sand over a muddy area and then build whatever other ground type you want on the sand.  This thing needs a performance buff imo, and the power requirement of 400 watts is a bit much.

The teraforming pump on the other hand is OP -except- for the fact that it can't be moved.  It very quickly converts terrain to soil, even paved tiles and such.  I think it should be toned down a bit to only work on mud, sand, marsh, and maybe shallow water.  With these as they are, hydroponics are made to inefficient by comparison, and thus obsolete.

skyarkhangel

Quote from: Fluffy (l2032) on March 29, 2016, 03:23:22 AM
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.

One part of HCSK source contains mod sources (with some changes) from mod  authors, which can be found in authors mod page or topic. In the first page of this  topic, there is a list with all mods and links.
Other part of source contains my part of the code closely related to Hardcore SK. We make a ready for a game content and not collect "library" with foreign sources, which can be found as described above. At the moment, full update on github includes about ~8000 files, if I add sources for all mods..I'll go crazy  :D
Generally, I dont see any problems :)


Quote from: Kadrush on March 29, 2016, 11:40:58 AM
Quote from: Fluffy (l2032) on March 29, 2016, 04:53:59 AM
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?

Makes sense as a recent post of the changes on the upcoming Alpha 13 have many features that were already available before on mods. Not very creative from the devs, but it is part of life.

Yes, Enviro AI it seems to die after A13. Ludeon  took the most ideas of this mod. I dont want to say that it's bad, Tynan makes it better.

beanbag

Hey first of all amazing work on the modpack! Spent days on it so far!
I have come across a weird graphical bug that started as i loaded up my save today (tried a new save and fresh install but bug persists). My colonists have a weird "invisible box" around them and look shirtless with tattered underwear on. I check gear and they are fully equipped. stripping them and re equipping doesnt fix either. Any ideas?

beanbag

Quote from: beanbag on March 30, 2016, 07:20:37 AM
Hey first of all amazing work on the modpack! Spent days on it so far!
I have come across a weird graphical bug that started as i loaded up my save today (tried a new save and fresh install but bug persists). My colonists have a weird "invisible box" around them and look shirtless with tattered underwear on. I check gear and they are fully equipped. stripping them and re equipping doesnt fix either. Any ideas?
After alot of problems that arose in other games it turned out my graphics driver corrupted itself! solved!

krockle21

Quote from: Mrshilka on March 24, 2016, 06:17:33 AM
Quote from: roy2x on March 24, 2016, 04:01:37 AM
There is  a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.

It is a bug with tailoring, you need to cancel the item so they can make it again and keep an eye on it to make sure it it made from the materials you desire.
A free tip for those suits though, they break down very fast when dealing with Uranium so you might want to make it from Kevlar if you have access to it.

Is this a bug with rimworld or with certain mods?  I am using a Git version of this pack from a couple of weeks ago and at least 1/3 of my tailoring creations have to be cancelled(causing sometimes expensive resource loss).

Turner

Has anyone seen the silver come out as a red box with a X in it? If so has anyone found out why? Its starting to get annoying.

sidfu

Quote from: Turner on March 30, 2016, 04:20:07 PM
Has anyone seen the silver come out as a red box with a X in it? If so has anyone found out why? Its starting to get annoying.

that normaly means the texture is missing or cant load.

Utherix

I just switched to 2.5 and it's literally twice as good as 2.4. Love this mod (pack).

Edgewise

Quote from: Utherix on March 30, 2016, 09:04:40 PM
I just switched to 2.5 and it's literally twice as good as 2.4. Love this mod (pack).

Yea, agreed 2.5 is great.  Still has some stuffs to be fixed but it's still very fun.

Utherix

Quote from: krockle21 on March 30, 2016, 01:17:18 PM
Quote from: Mrshilka on March 24, 2016, 06:17:33 AM
Quote from: roy2x on March 24, 2016, 04:01:37 AM
There is  a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.

It is a bug with tailoring, you need to cancel the item so they can make it again and keep an eye on it to make sure it it made from the materials you desire.
A free tip for those suits though, they break down very fast when dealing with Uranium so you might want to make it from Kevlar if you have access to it.

Is this a bug with rimworld or with certain mods?  I am using a Git version of this pack from a couple of weeks ago and at least 1/3 of my tailoring creations have to be cancelled(causing sometimes expensive resource loss).

I am having this issue now as well. It wasn't present in 2.4 but is in the latest git version.