[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.

caesius

when can i get the a14 SK pack? i just want to kn, even vague date would be fine. just cant wait it!

donoya

Hello, I've been away from Rimworld for quite some time and finally came back to it. I remembered playing with this modpack when it was for A12d and it was called vengeance fluffylattion or something like that. Upon seeing it for A13, I started playing it again. I started with a ridiculously OP preset for my colonists in a 300 by 300 area. After going through the first season or so, I got my first trader. It was a wandering group with little trade goods. I was playing on Phoebe with Basebuilder difficulty (I don't like losing my first colonists early in the game). But going back to the trader, I traded away some Muffalo leather and let my colonists do their thing. I then noticed two of the traders were just sitting at my borders waiting for the guy I traded with. He was so overburdened that he might've died of malnutrition if the direwolfs and raptors didn't get to him first. But what irked me about this was how a trader's limited carry weight could make you enemies with their faction, because he would've died regardless of being eaten alive. There was nothing I could do. This is pretty small, but I would like to have the carry capacity of the smaller trader groups buffed (or at least give them some way to eat while mid-way leaving the map). I can handle predators. I can't handle other pawn's hunger. I still enjoy the complexity and work put into this modpack. This is just a small suggestion I have for balancing it.

notfood

It's a known bug of Hospitality + Combat Realism for the A13.

I don't think it can be fixed on this side, maybe if you nag them for another A13 update but I think development already moved away.

donoya

I found a major bug in my game. A type of dog called Samoyed is getting spawned every tick at the edge of the map by something in Hospitality and it's bogged down my game to the point it takes 3-5 seconds IRL for a colonist to walk one tile on the fastest game speed. Lower speed is slightly better. Paused, it has virtually no lag. Does anyone have a solution? I put up everything on dropbox. Links to the necessary files are below.

"https://www.dropbox.com/s/ruu3be2g1g8tw23/Ancestral%20City.rws?dl=0"
"https://www.dropbox.com/s/53nmw2z5tuiq665/HydrobiusXI.rww?dl=0"
"https://www.dropbox.com/s/mtd89cgj2jxu2b8/output_log.txt?dl=0"

notfood

Oh, that's a nasty one. No idea what the source is. The only way to deal with it for now is to edit your save and remove the dogs and the last event (it's the one spawning them).

itzrabiid

Hey, Ive just downloaded this for alpha 13 and have attempted to install it but i had this problem (Attachment)

Ive made sure that this is the right version but still no luck, is anyone else having this issue?
If so any ideas?

[attachment deleted by admin - too old]

donoya

Quote from: notfood on July 20, 2016, 10:36:53 PM
Oh, that's a nasty one. No idea what the source is. The only way to deal with it for now is to edit your save and remove the dogs and the last event (it's the one spawning them).
How do I remove events?

notfood

Refer to this:
Quote from: Shushei on July 09, 2016, 04:50:25 PM
Quote from: Encadi on July 09, 2016, 03:45:10 PM
My game started lagging like hell and suddenly i noticed:

  Samoyed horde all over my map

Theres probably around 8000 Samoyeds on my mapm any way to fix it? It lags everything


Quote from: Shushei on July 05, 2016, 07:32:52 PM
Yo ! A super strange bug . Anyone know if its fixable ? Check screenshot .

The Problem : On top left corner of the map theres a mass spawning of samoyeds. I tried killing them all with Dev Tools, and they just keep spawning and then after a sec they leave map. It slows my game pretty much alot and its annoing. Anyone one know if I can play with save file to delete this abomination ?

I also tried to put a 21x21 rock over them . . . They just kept spawning although they jumped through rock to nearest posible space.
I tried exploding all of them with Bomb , didnt work either ( since new ones just keep apearing like 40 per sec )

P.S. My sister is going to get Samoyed and shes talking about them 24/7 and now this happens WTF DOES IT MEAN ?! XD

*EDIT 1 - Nvm I Fixed it ( Deleted Qued incidents for traveler group in my save file. On load Samoyeds were there but they stopped spawning and just went away )


If You just search for world "Samoyed" Eventually you should find the event. Thats how I found it.

Think It should look smth like that :

   <incidentQueue>
            <queuedIncidents>
               <li>
                  <def>TravelerGroup</def>
                  <occurTick>11875605</occurTick>
                  <parms>
                     <target>null</target>
                     <threatPoints>408</threatPoints>
                     <spawnCenter>(8, 0, 349)</spawnCenter>
                     <faction>Faction_20</faction>
                  </parms>
               </li>
            </queuedIncidents>
         </incidentQueue>

Collypso

Hi folks, I get a black screen when I load the game, I've waited for 15 minutes and nothing changes.

I've tried:

  • Reinstalling the game and the mods
  • Copying the mod zip contents into the rimworld/mods and rimworld/mods/core
  • Making sure I copied ModsConfig.xml into \AppData\LocalLow\Ludeon Studios\RimWorld
  • Deleted everything in the above folder and left the new ModsConfig file in there

Nothing has worked, it just sits on black screen immediately following Initializing Interface on the loading screen.

Update: It seems Steam is changing the ModsConfig.xml file every time I launch the game, this might be the cause of the issue but I can't find a way to make it so steam stops doing that. Going into offline mode doesn't help, limiting the auto-download schedule to a different time also doesn't help.

BlackSmokeDMax

Quote from: Collypso on July 21, 2016, 10:10:30 AM
Hi folks, I get a black screen when I load the game, I've waited for 15 minutes and nothing changes.

I've tried:

  • Reinstalling the game and the mods
  • Copying the mod zip contents into the rimworld/mods and rimworld/mods/core
  • Making sure I copied ModsConfig.xml into \AppData\LocalLow\Ludeon Studios\RimWorld
  • Deleted everything in the above folder and left the new ModsConfig file in there

Nothing has worked, it just sits on black screen immediately following Initializing Interface on the loading screen.

Update: It seems Steam is changing the ModsConfig.xml file every time I launch the game, this might be the cause of the issue but I can't find a way to make it so steam stops doing that. Going into offline mode doesn't help, limiting the auto-download schedule to a different time also doesn't help.

Is there a Hardcore SK version testing for a14 already? If so, that was fast.

Although I suspect you may be trying to run the version of Hardcore SK designed for A13 with the A14 build of Rimworld.

Great


Owlchemist

Quote from: Great on July 21, 2016, 12:54:55 PM
Hey,how do i use the repair kit?

They're used as somewhat of a "fuel" for the mending bench, so you gotta build that too.

Great

Quote from: Owlchemist on July 21, 2016, 02:04:59 PM
Quote from: Great on July 21, 2016, 12:54:55 PM
Hey,how do i use the repair kit?

They're used as somewhat of a "fuel" for the mending bench, so you gotta build that too.

Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.

and what anyone know what is the best way to train crafting?And how do you use the mending workbench?

Kawira

Is this normal my colonists can't mine nor build right from the beginning? Smells like a bad bug. Just made clean install of both game and modpack

Owlchemist

Quote from: Great on July 21, 2016, 02:17:04 PM
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.

and what anyone know what is the best way to train crafting?And how do you use the mending workbench?

Yeah, one time I deconstructed all the benches in a workshop, rearranged it...then I was unhappy with what I came up with it. Said screw it and enabled god mode to reposition it a second time for free :P

I don't think they can be moved like furniture because there's a fundamental difference between furniture and workbenches (which iirc the game calls them "buildings").

Not much to say about training crafting. Just goes up with use. Keep making stuff! It might be faster to recruit someone who's better, though.
The mending bench is pretty simple to use. Build it, click it, and it's just a few checkboxes of options. What I do is slide the quality from the default 0-100% to 0-50%, so only stuff that's halfway broken get repaired. And only normal+ quality. You can then adjust your outfits to tell colonists to no longer wear equipment that's less than 50% quality, so they'll drop it, which will then queue up to repair, and once done, they should wear it again unless they found something better in the meantime.