[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.

notfood

When you mod heavily you are switching mods a lot, keeping Core without modifications matters. Mr no one cares about.

katjezz

Anyone else having the issue that Generating map takes up to 10 minutes?

kaptain_kavern

#3107
Quote from: katjezz on August 17, 2016, 02:17:26 PM
Anyone else having the issue that Generating map takes up to 10 minutes?

For what I understood. It's only people that have added Prepare Carefully on top of the modpack, who suffering from this

Are you by any chance in that case?



Also be assured that the SK team his working their asses non stop since last release.

Just by looking on Github : "Showing 157 changed files with 4,690 additions and 1,870 deletions. " since 2 days

katjezz

Quote from: kaptain_kavern on August 17, 2016, 02:21:05 PM
Quote from: katjezz on August 17, 2016, 02:17:26 PM
Anyone else having the issue that Generating map takes up to 10 minutes?

For what I understood. It's only people that have added Prepare Carefully on top of the modpack, who suffering from this

Are you by any chance in that case?




yeah im using prepare carefully too
what a bummer, being able to use prepare carefully is essential to me

kaptain_kavern

So please understand that Skyarkh hadn't include it with reasons. And it's a bit "unfair" to ask him to correct things he is not responsible of.
(i'm not trying to be pedant or such - i'm not a native english speaker so pardon my poor vocabulary)

Keep in mind it's only the first A14 release. I'm pretty sure it will be included in the end

BlackSmokeDMax

Was looking through the github releases, and it got me wondering. Is every mod that has a _SK on the end of the name a modified version of the original mod? Would that also mean that as new versions of other mods that do not have the _SK addendum we can swap those in? Don't worry, I won't come complaining if that breaks the game, I'll save everything first! I would just try it, but if this is an easy question to answer, I'd prefer that. :)

Adventurer

Quote from: Se7en on August 17, 2016, 02:04:32 PM
Quote from: notfood on August 17, 2016, 12:56:11 PM
Skyark, you can load a mod before Core.

It's not necesary for the mod pack to write into Core. There are no valid reasons for it.

No one cares dude

I care. I've given a lot of reasons as to why it is bad. I just want to hear why it is necessary, because modifying the core files is a bugtracking nightmare.

Gurrnt

I somehow have a problem where my colonists refuse to move raw food into stockpiles, when I right click them, it says that there is no stockpile configured to store them... Anyone got an idea how to fix this?

kaptain_kavern

Please be sure to tick the newly added "fresh" category in the stockpile setting

Owlchemist

#3114
I started playing last night for about 4 hours. No problems so far!

I ended up doing the colonist transplant idea. that is, I started the game, saved it... then I started a new game with prepare carefully, saved it, opened both saves in a notepad editor and copy-pasted the XML blocks to replace the random colonists with my customized colonists. You also need to copy/paste replace the <talemanager> block. Though I lost my family relations, couldn't figure out how to get that in. Also mind the <pos> field or you might end up placing them inside a mountain :P

EDIT: I wonder if it would be safer to just god-mod in a stargate and use that to transport the colonists... then delete it when you're done.

Quote from: Se7en on August 17, 2016, 02:04:32 PM
No one cares dude

It affects everyone. If you want to uninstall the mod later, you'll be left with a modified core, so you have to practically redownload/revalidate the game to get back to basics. The same could be said for updating hardcore. For example if hardcore SK no longer modifies a core file, then if you simply overwrite the core, you'll still be using the old modified version which could cause problems.

That said... I'd like to give Sky some credit and imagine there's probably a reason why he's doing it this way.

Gurrnt

Quote from: kaptain_kavern on August 17, 2016, 03:21:33 PM
Please be sure to tick the newly added "fresh" category in the stockpile setting

That did the trick, thank you.

PeTeTe809

How do Pila's work in this mod? They seem to, not shoot, not drafter, not on hunting assignment.

kaptain_kavern

#3117
Quote from: Owlchemist on August 17, 2016, 03:22:13 PM
That said... I'd like to give Sky some credit and imagine there's probably a reason why he's doing it this way.

Exactly that, like Milon have said earlier, it was mandatory a few alpha's back. It may not be the case anymore.

Personally I always use a fresh copy/pasted copy of Rimworld folder when installing HardCore Sk pack, to have it completely separated from my main game folder. (in fact i'm doing the same when working on mods)

Like that :


edit: Crap i forget to cut the date/time, you now all know officially that I have a poor sleeping hygiene  ???

Owlchemist

Modders never get a break it seems! Just upgraded to A14, and A15 is now available for testing :O

Not much from A14 I cared to miss out on when playing on A13 in order to play modded, but A15 sounds pretty great ;)

BlackSmokeDMax

Quote from: PeTeTe809 on August 17, 2016, 03:30:43 PM
How do Pila's work in this mod? They seem to, not shoot, not drafter, not on hunting assignment.

I've not used Pila before with Combat Realism so this is a bit of a guess, but you probably need to manufacture more of them. A single pilum will only last you one throw. I am a bit anxious to go try now though, prob do that as soon as I get home from work!