[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.

sidfu

Quote from: squirrel gnut on July 05, 2016, 03:59:45 PM
I downloaded this mod today and didnt realize that the Core was part of the download. I can no longer play game with any other mods. I bought the game in alpha 13 and didnt realize that the mod is for 12d. Anyway I can get alpha 13 back? Thanks!

the 2.5d version was made for alpha 12 u have to get the github version for a 13. as its been updated extemely slowly a14 will probaly be out before it getss anything major.

Havan_IronOak

I'm really not feeling the component requirements on all the garments and the recipes need some major looking into.

Balance is one thing but I'm guessing that there was an error in bringing this stuff over to the Hardcore_SK files.

On what Rimworld do Loincloths require 90 leather and 3 components?

Zakhad

Quote from: Havan_IronOak on July 06, 2016, 03:07:21 AM
I'm really not feeling the component requirements on all the garments and the recipes need some major looking into.

Balance is one thing but I'm guessing that there was an error in bringing this stuff over to the Hardcore_SK files.

On what Rimworld do Loincloths require 90 leather and 3 components?

I think its down to a first draft translation/port from alpha 12 I doubt other than making the recipes work that they've been balanced as well.

Loincloths should be dirt cheap like 20-40 leather/wool 1-2 component if we're offering suggestions.

caesius

how can i fix broken ribs? i have artificial bones, medical rib replacement but there is no surgery tab for fixing rib.

this pack contains EPOE. am i right?

caesius

i cant grow banana tree. i have grow skill 16 pawn and all tech researched.

whats wrong???

/edit

nevermind, i confused items.

Shushei

Quote from: caesius on July 06, 2016, 08:54:40 AM
how can i fix broken ribs? i have artificial bones, medical rib replacement but there is no surgery tab for fixing rib.

this pack contains EPOE. am i right?

I have same problem ;/

notfood

For those with the medical bones problem just update to latest git.

caesius

Quote from: notfood on July 06, 2016, 02:39:43 PM
For those with the medical bones problem just update to latest git.

oh, i missed that. thanks!

Havan_IronOak

Pretty sure that there's a Glitch in the way these mods are working together as pre-existing buildings and open spaces and visitors and raids etc.  (See also reply 2807 in this thread)

When I look at my map on a rainy day I see a rain overlay  in the outside areas.
Generally that Rain overlay DOESN'T show for outside areas that are covered by mountain.
However, I'm seeing areas in the mountains around the border where the rain overlay is showing deep inside the mountain.

I've also gone into "god mode" and triggered a visitor group incident. I get the debug screen appearing with the texts like
"Faction Rhine of def Empire has no usable PawnGroupMakers for parms (Target=Feralskill25108 points=72)"
and
"Faction Rimtown of der Brotherhood has no usable PawnGroupMakers for parms (Target=GrizzlyBear59426 points=120)"

No new pawns appear on my map.

I have gotten debug messages as well that suggest that the visitors "did" spawn but I can't see them on the map and the next thing I see are lots of messages saying that the spawned pawns cant move. This generally results in one of my colonist pawns "trying 10 jobs in 10 ticks" and then just standing still. I can generally rehabilitate that pawn by issues one or more manual assignments. After a while they go back to being self managing again.

Hope these details help whoever knows this stuff better to debug the issue.

Havan_IronOak

Separate issue:  I very much like that things like ammo can be in stacks of over 100. However, there needs to be a right click command that allows me to tell a colonist to pick up something OTHER than 1 or the entire stack. Maybe 25?

Otherwise there's not a good way to carry a sensible amount of ammo.

Havan_IronOak

Two other issues (but related) ...

The mod that added Jerky has<preferability>Fine</preferability>. It should be <preferability>Simple</preferability> otherwise colonists choose Jerky over fine meals that cost more to prepare and are intended to give an attitude boost.

Items_Resource_Organic.xml has RawShimmershroom  <preferability>Raw</preferability> It should be <preferability>Fine</preferability>. There is a mood boost even greater than a fine meal when one eats the Shimmershroom raw but with the desirability set wrong one almost never sees the bonus.

caesius

Quote from: Havan_IronOak on July 07, 2016, 02:44:36 PM
Two other issues (but related) ...

The mod that added Jerky has<preferability>Fine</preferability>. It should be <preferability>Simple</preferability> otherwise colonists choose Jerky over fine meals that cost more to prepare and are intended to give an attitude boost.

Items_Resource_Organic.xml has RawShimmershroom  <preferability>Raw</preferability> It should be <preferability>Fine</preferability>. There is a mood boost even greater than a fine meal when one eats the Shimmershroom raw but with the desirability set wrong one almost never sees the bonus.

second one is not a bug. cook shimmershroom then it will have the effect but negative mood from raw food.

caesius

hey sk, what about some sound changes for this mod pack??  i mean, for example, bug's attacking sound seems boring and unrealistic. make some change, realistic change would be good.

Virgil

Having a game now which i enjoy, but it keeps firing of an event with some vile force of darkness stuff, that kills of all my colonists even though im standing in light sources.

As of for now, no amount of lights that i have put up deters them. Is there a good way to deal with this menace , or a way to disable this event?

greatgreengoo

Wonder if any one can help me with this.
I am trying to update 'Prepare Carefully' manually, for relationships, but there are some items that automatically come down with you that are preset with the current SK Hardcore. I was curious if anyone knew how to copy that.   

EDIT: Nevermind figured it out. If you copy the sk 'MapGenerator' file under 'Defs' and overwrite the file in the updated Prepare Carefully it will work. Dont know if this will cause any conflicts but it did what I wanted. :)