[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.

skyarkhangel

I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)

sidfu

Quote from: skyarkhangel on October 16, 2016, 09:32:18 AM
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)

wanted to report the ram bug whre game would start useing 3gig of ram seems to be fixed. game now back to useing around 2gig on start. before u say it no it wasnt the high res textures as was same with or without. probaly some ram leak u guys fixed without realizing.

skyarkhangel

#3677
Quote from: sidfu on October 16, 2016, 10:17:33 AM
Quote from: skyarkhangel on October 16, 2016, 09:32:18 AM
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)

wanted to report the ram bug whre game would start useing 3gig of ram seems to be fixed. game now back to useing around 2gig on start. before u say it no it wasnt the high res textures as was same with or without. probaly some ram leak u guys fixed without realizing.

Yep. I'am found some info.. in Peppsen's P-Music. And I concluded that something wrong with music .ogg format in Rimworld that it leads to unrealistic memory leak. I am converted 3 (most biggest) melodies into mp3.. as a result -1Gb memory use in the start. So, soon i would convert all sounds into mp3. So its very serious Rimworld bug. Still remains more than a hundred files.. :/

upd. Converted in Core_Sk. Memory usage reduce -100-200 mb additionally. So, I have concluded, the larger audio file size is larger than a memory leak in a geometrical progression. Files with 20-50kb such a weak influance.

kaptain_kavern

That means maybe my crappy computer will be able to launch HcSK-pack again now ?!?

I have to try

skyarkhangel

#3679
Quote from: kaptain_kavern on October 16, 2016, 12:07:01 PM
That means maybe my crappy computer will be able to launch HcSK-pack again now ?!?

I have to try

Yep, i remember when you said, since when you started having problems with memory and found that i converted wav's to ogg shortly before (for size reduction, it was 30 august - 1 september).

Razorfiend

Quote from: skyarkhangel on October 16, 2016, 09:32:18 AM
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)

Awesome, I'll give the update a try. Thanks for putting together this great mod-pack and keeping it up to date!

Jorundr

There's a bug regarding a fungi research project when you try to start a new colony.

It doesn't prevent you from starting a game or anything, just throws up that error.

Razorfiend

Zombie mod also still seems to be bugged, no errors but massive performance drop unless you disable the virus map event via the dev menu. I got a darkness event several hours after my last zombie invasion raid and me disabling the map event, I had cleared the map of all zombies but when the darkness stuff started spawning I got a LOT of messages (40+) telling me zombies were being 'dragged into the darkness' so I suspect there were a bunch spawned offscreen which just never made it onto the map or something.

Tollazor

skyarkhangel Is there a possibility you could (if you haven't already) check out the better pathfinding a15 mod and incorporate it into Hardcore SK if allowed?

Zakhad

I'm toying around with the idea of making small/key video tutorials on key aspects of the newer features of the mod such as the refuelling, tech tree unlocks for vanilla features that would otherwise confuse people, seeds fertilisation etc.

I would make a video set it as to unlisted post it here for review, (essentially a draft version) re do the video and make it public.

And I was just wondering for idea's what people would essentially like to see.

E.g. A overhaul tutorial of various mechanics or individual aspects?

Nimrod

Quote from: Tollazor on October 16, 2016, 10:38:25 PM
skyarkhangel Is there a possibility you could (if you haven't already) check out the better pathfinding a15 mod and incorporate it into Hardcore SK if allowed?

There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)

Zakhad

Quote from: Nimrod on October 17, 2016, 06:29:21 AM
Quote from: Tollazor on October 16, 2016, 10:38:25 PM
skyarkhangel Is there a possibility you could (if you haven't already) check out the better pathfinding a15 mod and incorporate it into Hardcore SK if allowed?

There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)

+1 endoursing this as it should be part of the modpack.

It should be noted down as part of the modpack if it's included, that it now includes a mod that alters pathfinding. As far as I know there isn't another mod that does it currently; future proofing mod conflicts.

Zakhad

I Have also mentioned this in the github but not really sure where the best place to offer suggestions are.

I would to make a suggestion that there be an option to make "Hard" cheese instead of soft cheese that has a terrible shelf life of 4 days, or rather a way of "sealing" the cheese,

Method 1. Salting: Salting the cheese so it forms a small rind, and essentially the mould could be scraped off when you wanted to eat it after it'd be stored for a prolonged period of time.

Salt could be produced from the brewery as a form of distillation of water, technically the water would need salt in it so it'd have to be a coastal source or could be traded for. There is also rock salt, but that would involve adding another rocktype.

Method 2. Bandaging: It Involves using fat/tallow/lard with cheese cloth in which the cheese would be wrapped up in a cloth then sealed with the fat.

Fat could be a by-product of butchering animals.

Method 3. Is the easiest. by simply adding the option to make hard cheese like how the game has roasted meat / jerky but has the option to make hard cheese as well as normal cheese, less nutritious but has a much longer shelf life.

By doing methods 1 & 2 you would essentially be opening up other suggestions to do with salt/fat such as salting meats or hardening leather via tallow/fats etc as expanded mechanics/flavour

Jorundr

Quote from: Nimrod on October 17, 2016, 06:29:21 AM
There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)

I tried using the Better Pathfinding mod yesterday with the Hardcore SK pack on github, and all I got for my trouble were frozen pawns.

I'm not sure if it's because of a compatibility issue between 0.14 and 0.15 or I have to start a new game instead of loading a save in order for it to work properly.

P.S. The bug I encountered with enemy raids mentioned a few pages back is not fixed in the latest github release. Or for whatever reason, the bug is persisting in my game no matter what edits / updates I make. Beginning to suspect there's something just plain not working with my installation because the raidenemyfix is being called even after using razorfiend's fix and starting a completely new game.

In the error message it mentions being unable to reference a file - could the issue be stemming from a filename that's written in cyrillic?

Nimrod

Quote from: Jorundr on October 17, 2016, 10:19:47 AM
Quote from: Nimrod on October 17, 2016, 06:29:21 AM
There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)

I tried using the Better Pathfinding mod yesterday with the Hardcore SK pack on github, and all I got for my trouble were frozen pawns.

I'm not sure if it's because of a compatibility issue between 0.14 and 0.15 or I have to start a new game instead of loading a save in order for it to work properly.

P.S. The bug I encountered with enemy raids mentioned a few pages back is not fixed in the latest github release. Or for whatever reason, the bug is persisting in my game no matter what edits / updates I make. Beginning to suspect there's something just plain not working with my installation because the raidenemyfix is being called even after using razorfiend's fix and starting a completely new game.

This was a bug in the BetterPathfinding code which the programmer could find and fix, check his threat - new version is up and working (so far) without errors for me.

https://ludeon.com/forums/index.php?topic=26563.msg271814#msg271814

As I said - his .dll can be loaded/unloaded without any effect on savegames - so if you get an error because of it - disable, restart the game, load - pawns will use vanilla pathfinding again, no harm done.

cheers!