[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.

Shushei

Hey Guys, I just build my 1st auto turret (Sentry Heavy Turret ) And even though its stuffed with ammo. All it does it keep Aiming at enemy and not firing .

Anyone knows how to fix it ?

Ok . Nvm It shoots but not through Embrasure

Idiot

Every attempt to run the modpack fails.

When checking the mods and then it goes through the process of applying them it always errors without any form of elaboration as to what mods caused errors and reverses the process entirely.

Even so much as checking the bare minimum causes this.  1. Core 2. Community Core Library 3. Core SK

These three alone still causes it to error.

I am using the latest version of rimworld (A13) and this mod (3.0)

Not sure what to do.  It gives nothing to go off of as to what is causing it.

Shushei

Quote from: Idiot on July 12, 2016, 01:53:17 PM
Every attempt to run the modpack fails.

When checking the mods and then it goes through the process of applying them it always errors without any form of elaboration as to what mods caused errors and reverses the process entirely.

Even so much as checking the bare minimum causes this.  1. Core 2. Community Core Library 3. Core SK

These three alone still causes it to error.

I am using the latest version of rimworld (A13) and this mod (3.0)

Not sure what to do.  It gives nothing to go off of as to what is causing it.

REad instruction at the 1st post. YOUR SUPOSED TO COPY CONFIG FILE not select mods in order . Cheers

notfood


OmG_PotatoeZ

Anyone else got an issue where they can't save because of caveworld flora and the wind turbine breaks the game? Tried to add a screenshot but it won't allow me to send.

Shushei

Huge Bug !!!

Mai Robots ( Hauling Bot / CleaningBot ) Are ocasionaly insulting colonists which causes social fight between them ( if colonist is good fighter it can destroy robot)

Heresy

You don't have to remove caveworld, which is good cuz I really like that mod. Look for Keldo's comment a page or two back now. Or I will just quote it here actually.
Quote from: Keldo
You need to add the line DarnknessRevampSB between EdBModOrder and Darkness_Lights_A13_1.0 :
<li>EdBModOrder</li>
    <li>DarknessRevampSB</li>
<li>Darkness_Lights_A13_1.0</li>

And change Hospitality load order :
<li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
<li>EdBColonistBar</li>

You just need to make sure these mods are in the right place in the mod order list. If you aren't using darkness revamped, just make sure hospitality is in the right place in the list.

notfood

Latest commit is broken. Watch out. I added details on the commit itself.

link

Havan_IronOak

Quote from: OmG_PotatoeZ on July 12, 2016, 03:16:11 PM
Anyone else got an issue where they can't save because of caveworld flora and the wind turbine breaks the game? Tried to add a screenshot but it won't allow me to send.

Nope. (I'm playing on a version I downloaded on 2 July) I've got caveworld flora growing a plenty and a wind turbine and every save works OK.  It does seem that the manager does fail to mark my caveworld flora for harvest automatically though I've got that set.

skyarkhangel

Quote from: notfood on July 12, 2016, 01:39:05 PM
Welcome back Skyarkhangel, nice to read you again, thanks for the hard work.

I wanted to bring your attention to the Infusion Mod issue.

AutoEquipCR is a great addition for equipment management in HardcoreSK modpack. There just happen to be the issue of compatibility for AutoEquipInfusion.

It appears that LT_Infusion included in HardcoreSK is different from the one you are offering over here so it breaks. Is there the posibility you can share the source for compatibility? Or perhaps just indicate what needs to be changed in AutoEquipInfusion.

CR and AutoEquip changes inventory Itab. At screenshot i see only pawn gear itab. Killface, could combine into one? Currently hardcore sk 3.0 using smart apprel optimizer.
Its possible enable both at once, but it's a mess.

Havan_IronOak

I'm trying to develop a wiki for this mod-pack and have the start of one at http://rimworldwiki.com/wiki/Hardcore_SK

I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?

notfood

Quote from: skyarkhangel on July 12, 2016, 04:44:21 PM
CR and AutoEquip changes inventory Itab. At screenshot i see only pawn gear itab. Killface, could combine into one? Currently hardcore sk 3.0 using smart apprel optimizer.
Its possible enable both at once, but it's a mess.

I'm not asking for AutoEquip to be included by default.

LT_Infusion version included in HardcoreSK appears to different from the one you shared in this thread. For AutoEquipInfusion to work, Killface requires the source files or the list of changes in LT_Infusion.

skyarkhangel

Quote from: Havan_IronOak on July 12, 2016, 04:50:09 PM
I'm trying to develop a wiki for this mod-pack and have the start of one at http://rimworldwiki.com/wiki/Hardcore_SK

I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?

Glass door using stuff "glass", which allows, like when you build wall, to choose different material, simple glass or reinforced.

notfood

Quote from: Havan_IronOak on July 12, 2016, 04:50:09 PM
I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?

Nothing really, they are both GLASS, it's just that by default it selects Reinforced when there is none, you probably happened to get some glass.

caesius

Quote from: Havan_IronOak on July 12, 2016, 04:50:09 PM
I'm trying to develop a wiki for this mod-pack and have the start of one at http://rimworldwiki.com/wiki/Hardcore_SK

I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?

glass door can be built with two material, glass and reinforced glass. just like wall, you can choose their material. click them you will understand what im saying.