[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.

BlackSmokeDMax

You should prob read the first couple of posts in this thread as well. Some mods have been assimilated into the mod a la the Borg and aren't listed separately.

Kadrush

For those experiencing the system out of memory exception while saving.

I recognize the message and the engine in which this game runs, i am pretty sure that it is the Unity and i had the same issue on KSP. All I had to do was restart the game on the last auto-save to release the locked memory and continued playing from where i stopped, it worked there and just worked here.

Rhyssia

Quote from: Kadrush on January 21, 2017, 06:52:10 PM
For those experiencing the system out of memory exception while saving.

I recognize the message and the engine in which this game runs, i am pretty sure that it is the Unity and i had the same issue on KSP. All I had to do was restart the game on the last auto-save to release the locked memory and continued playing from where i stopped, it worked there and just worked here.

It's a memory leak from A16 (wasn't noticeable until you really murdered the memory.)

On another note, any C# programmers out there that can look at something for me real quick?
Ask me about the Hardcore SK Modpack Discord Server!

Reviire

I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.

Quote from: Gizogin on March 16, 2012, 11:59:01 PM
I think I've been sigged more times as a result of my comments in this thread than I have in most of my other activity on these forums. 

sidfu

Quote from: Reviire on January 21, 2017, 10:34:07 PM
I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.

not sure but think how clean rooms are plays a bit of role in it as seems when i keep things clean it happens less but not sure on that. just try to find some animals with high immunity gain leather and u fine if u keep the room they in clean

Reviire

Quote from: sidfu on January 21, 2017, 11:19:13 PM
Quote from: Reviire on January 21, 2017, 10:34:07 PM
I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.

not sure but think how clean rooms are plays a bit of role in it as seems when i keep things clean it happens less but not sure on that. just try to find some animals with high immunity gain leather and u fine if u keep the room they in clean
That... doesn't help? As I said, i used dev mode to spawn in the best stuff I could.

Quote from: Gizogin on March 16, 2012, 11:59:01 PM
I think I've been sigged more times as a result of my comments in this thread than I have in most of my other activity on these forums. 

UneTarte

Hi all. I experiencing a problem with the roof area. Whenever I design a roof area, the roof being built but the game and the colonist still say that the zone is unroof.... Any ideas ?

Rhyssia

Quote from: UneTarte on January 22, 2017, 06:12:41 AM
Hi all. I experiencing a problem with the roof area. Whenever I design a roof area, the roof being built but the game and the colonist still say that the zone is unroof.... Any ideas ?

Screen shot please? (With build roof area highlight)
Ask me about the Hardcore SK Modpack Discord Server!

Rhyssia

Quote from: Reviire on January 22, 2017, 02:17:10 AM
Quote from: sidfu on January 21, 2017, 11:19:13 PM
Quote from: Reviire on January 21, 2017, 10:34:07 PM
I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.

not sure but think how clean rooms are plays a bit of role in it as seems when i keep things clean it happens less but not sure on that. just try to find some animals with high immunity gain leather and u fine if u keep the room they in clean
That... doesn't help? As I said, i used dev mode to spawn in the best stuff I could.

I have never had this kind of issue with plague. Hardcore_SK doesn't tweak that hediff at all. What you are experiencing is from the vanilla game.

You could go to RimWorld\Mods\Core\Defs\HediffDefs\Hediffs_Local_Infections.xml and edit the values yourself if it's causing you that much trouble.

Also you can remove the hediffs by editing the savegame as well.

I'm sorry I can't be of more help, but unless I am told to work on it, it will have to wait until the modpack enters balance pass.
Ask me about the Hardcore SK Modpack Discord Server!

Goo Poni

Quote from: adelexi on January 21, 2017, 03:18:26 PM
How do you survive some of the events...?

For example the one where a terminator joins your colony and then a few second later 2-4 terminators attack. Im nowhere equipped enough to handle those things.

And even worse, the Zeon mech boss event, how on earth do you handle that one?

Pretty sure some of the events are made to dick you over. Zeon, the Terminators, nuclear fallout, darkness, invasions spawned by skywrath, invasions spawned by skywrath being damaged and more. Terminatrixes have a hilarious 1200hp on their torso. They're not threatening by the time you see them as you should have kevlar and lv20 crafters so they are just extreme ammo sinks.

Kadrush

Quote from: Rhyssia on January 21, 2017, 06:57:11 PM
Quote from: Kadrush on January 21, 2017, 06:52:10 PM
For those experiencing the system out of memory exception while saving.

I recognize the message and the engine in which this game runs, i am pretty sure that it is the Unity and i had the same issue on KSP. All I had to do was restart the game on the last auto-save to release the locked memory and continued playing from where i stopped, it worked there and just worked here.

It's a memory leak from A16 (wasn't noticeable until you really murdered the memory.)

On another note, any C# programmers out there that can look at something for me real quick?

Yeah, I know, it is an issue with the game engine, just telling that the workaround is the same as KSP, just restart the game.

On the other hand, where can i mod the storyteller colonist limits? I am getting sick of getting diseases on half of them with no apparent reason just because i hit the limit.

Rhyssia

Quote from: Goo Poni on January 22, 2017, 07:24:09 AM
Quote from: adelexi on January 21, 2017, 03:18:26 PM
How do you survive some of the events...?

For example the one where a terminator joins your colony and then a few second later 2-4 terminators attack. Im nowhere equipped enough to handle those things.

And even worse, the Zeon mech boss event, how on earth do you handle that one?

Pretty sure some of the events are made to dick you over. Zeon, the Terminators, nuclear fallout, darkness, invasions spawned by skywrath, invasions spawned by skywrath being damaged and more. Terminatrixes have a hilarious 1200hp on their torso. They're not threatening by the time you see them as you should have kevlar and lv20 crafters so they are just extreme ammo sinks.

Cannot say I am a fan of "Eternal Darkness" and bullet sponges. If I wanted to fire thousands of rounds into someone and have nothing to show for it, I would go play The Division.
Ask me about the Hardcore SK Modpack Discord Server!

Rhyssia

Quote from: Kadrush on January 22, 2017, 07:29:23 AM
Quote from: Rhyssia on January 21, 2017, 06:57:11 PM
Quote from: Kadrush on January 21, 2017, 06:52:10 PM
-snip-
-snip-
Yeah, I know, it is an issue with the game engine, just telling that the workaround is the same as KSP, just restart the game.

On the other hand, where can i mod the storyteller colonist limits? I am getting sick of getting diseases on half of them with no apparent reason just because i hit the limit.

RimWorld\Mods\Core\Defs\StorytellerDefs\storytellers.xml
Ask me about the Hardcore SK Modpack Discord Server!

Kadrush

I am starting to feel that the malaria which got in an specific part of the body is far more serious than the whole body one. The first one seems to be related to mosquitoes, fly bites and the second one seems to be event spammed. The first one start with immunity around 24% and progression around 65%, the second one starts with immunity around 50% and progression around 60%, being slower than the first one.

UneTarte

#4814
Quote from: Rhyssia on January 22, 2017, 07:06:57 AM
Quote from: UneTarte on January 22, 2017, 06:12:41 AM
Hi all. I experiencing a problem with the roof area. Whenever I design a roof area, the roof being built but the game and the colonist still say that the zone is unroof.... Any ideas ?

Screen shot please? (With build roof area highlight)

Here it is, all my colonist and workbench are under the zone (and the roof is already built) and still I have the "slept outside" and the warning "workbench outside"...

[attachment deleted by admin due to age]