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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1808518 times)

JurAAlexander

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6690 on: April 13, 2018, 04:30:52 PM »

Hallo Canute,

ne Du hast mich falsch verstanden, ich will es auf B 18 spielen. Was ich nicht hinbekomme.

I can't play in B 18, but i want to.
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takilung

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6691 on: April 13, 2018, 04:55:08 PM »

Im not here to bash you but theres some serious issues with your mod

1 ) Ridiculous load time, even with hyperthreading off, internet off, 32GB of Ram, 1060 6gb, 4900 i-7 3.60 core, it takes few minutes.

2) Crashes in mid / early game nonstop, not sure if its the latest problem from the github version. but after i download that version today i get crash nonstop after 20 minutes of play.
the only mod i disable is SK dark night, and yes i read instructions i know everything its easy so i followed it all.
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Canute

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6692 on: April 14, 2018, 02:16:33 AM »

JurAAlexander,
If you want play it on B18, just download the latest master from github.
Just click at the green "Clone or Download" button.
Unzip the archive.
Copy the content from Mods  to Rimworld/mods
Find the config folder from Rimworld and delete all the config files.
Then copy the ModsConfig.xml from the archiv over to the config folder.
Start Rimworld.


takilung,
1. yes is a known thing, but this isn't a mod, it is a modpack and contain alot of stuff. The loading time allways was very long and won't get shorter since the dev's will add more stuff then remove some.

2. You should differe between crashes. Why did you crash because Rimworld run's out of memory ? That's because Rimworld is just 32 bit, and can currently only be avoided to play on larger maps/world. Or play under linux.
Crashes on error's that can happen on such a complex project, and can even lead to an unloadable safegame.

If you have closer questions you should try the discord channel of the devs, since they rarely visit this forum.
« Last Edit: April 14, 2018, 02:25:26 AM by Canute »
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sidfu

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6693 on: April 14, 2018, 08:26:28 PM »

Im not here to bash you but theres some serious issues with your mod

1 ) Ridiculous load time, even with hyperthreading off, internet off, 32GB of Ram, 1060 6gb, 4900 i-7 3.60 core, it takes few minutes.

2) Crashes in mid / early game nonstop, not sure if its the latest problem from the github version. but after i download that version today i get crash nonstop after 20 minutes of play.
the only mod i disable is SK dark night, and yes i read instructions i know everything its easy so i followed it all.

1. the load time is a base game issue caused by changes in xml in b18. also remember u geting the  the equivlant of over 100 mods nicely made to work together all u have to do is install right and go

2. that is OOM issue. when u first make your colony ram will be high due to world generation. once u make your colony restart that ram will clear. during game play the longer u running at 4x speed the faster ram will go up. also always save before open map so if u OOM on opening map u still have whatever u have before that.

Oddworld75

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6694 on: April 20, 2018, 03:45:01 PM »

Snake started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_8042622)) , (AttackMelee (Job_8042623) A=Thing_Flea1338949) , (WaitMaintainPosture (Job_8042624)) , (AttackMelee (Job_8042625) A=Thing_Flea1338949) , (WaitMaintainPosture (Job_8042626)) , (AttackMelee (Job_8042627) A=Thing_Flea1338949) , (WaitMaintainPosture (Job_8042628)) , (AttackMelee (Job_8042629) A=Thing_Flea1338949) , (WaitMaintainPosture (Job_8042630)) , à?ð (AttackMelee (Job_8042631) A=Thing_Flea1338949)  lastJobGiver=RimWorld.JobGiver_ReactToCloseMeleeThreat, curJob.def=AttackMelee, curDriver=Verse.AI.JobDriver_AttackMelee
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I got this error while one of my warriors try to attack a fly, and does not succes. By distance or by a melle attack it does the same
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gentou

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6695 on: April 21, 2018, 07:26:29 AM »

Hello, is there any way to revert graphics back to vanilla? I like ne wmehcanics in modpack but barely can understand what is going on within this visual clusterfuck.
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Bronthion

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6696 on: April 23, 2018, 06:53:32 PM »

Hello guys. I encountered a weird bug. Every piece of apparel in the game have visual bug with sharp and blunt armor values. Instead of showing percentages like usual and like heat and electric values (they work fine) I see random numbers from 0.1 to 0.9. Usually the higher item armor value, the higher number in that range. For example cryptosleep bodysuit have 0.1, strong asari carbon armor have 0.7 but a lot of items have similiar values like 0.1 etc. I uploaded a screenshot.

After equipping armor, percentages looks fine in a character screen. This bug is just in armor description. Sounds like a not big deal but it is. Because of that I cannot see how strong a piece of eqipment is before I equip it / craft it and later in the game when items costs a ton of resources that will be really annoying. Anyone knows how to fix this or what is causing this? I really want to play this mod. I played it on A16 and everything was ok.  Now I'm playing on fresh installation, just hardcore sk installed via updater, nothing more.
« Last Edit: April 23, 2018, 06:57:37 PM by Bronthion »
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legendary

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6697 on: April 28, 2018, 01:07:37 AM »

Is it still not possible to turn off CE mod? One of the most annoying mods ever.
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StarCraft | WarZone 2100 | Civilization | RimWorld | Homeworld - games that deserve your time of life.

Canute

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6698 on: April 28, 2018, 02:25:21 AM »

Nope, CE and the SC part are essesctial part of the mod.

SC (Superior crafting) got revived by someone else, maybe try out that mod.
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sidfu

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6699 on: April 28, 2018, 06:51:43 AM »

Is it still not possible to turn off CE mod? One of the most annoying mods ever.

im sorry that the mod pack doesnt give u easy time even on hell diffuclity like base game. CE isnt annoying. the easy mod of base game now thats annoying

Mahmudul

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6700 on: May 01, 2018, 02:56:50 AM »

IT WILL BE EXTREEMLY HELFUL IF YOU ADDED PATCHES OR INCLUDED RAINBEAU'S MODS IN THE UPCOMMING UPDATES
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kaltruhe

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6701 on: May 01, 2018, 09:25:18 AM »

It is the best rimworld mod I ever played! I hope the locks mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1157085076&searchtext=locks) will be included in hardcore SK. It is compatible with it?
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skyarkhangel

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6702 on: May 01, 2018, 05:55:05 PM »

It is the best rimworld mod I ever played! I hope the locks mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1157085076&searchtext=locks) will be included in hardcore SK. It is compatible with it?

Hardcore SK has already another locks. But for future compatibility with Prison Labor we switch to Avius Locks.

Is it still not possible to turn off CE mod? One of the most annoying mods ever.

what are annoying? If ammo, you can disable it in mod settings.
By the way, Combat Realism was the first mod from which Hardcore SK starts in 2015 year ;)
« Last Edit: May 01, 2018, 05:59:32 PM by skyarkhangel »
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Mistrornge

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6703 on: May 01, 2018, 07:17:56 PM »

OMG the initial load time.  At 30 minutes so far.
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XanWasting

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6704 on: May 02, 2018, 01:06:32 PM »

So, there's discord for this mod? how do I get there?

anyway, i've encountered something... silly.
Namely, when a bridge I built gets destroyed during fight, it does disappear... except it's effects don't. 87% walk speed on shallow watter, can't terraform the affected tile, can't rebuild a bridge, and obviously can't deconstruct it because it doesnt exist (only the tile "properties" are locked).

one fix that I found is using this horrible 21x21 Rock tool from dev mode, then use terraforming all the way back to shallow water, and the tile is fixed....
except the surrounding 21x21 area is completely f****d.

Is there some better solution to this problem? or at least is there some way to run that horrid 21x21 tool, but with only on 1x1 area?

EDIT: ok, now, after playing rimworld for X years, I discover the "set terrain" dev command (setting the terrain to shallow ocean water again fixes the problem too)
still, the bridges should be either: un-destroyable, and possible to remove with "remove floor", OR, destroyable, but setting the terrain type back to the proper one after they're destroyed.
« Last Edit: May 02, 2018, 01:15:04 PM by XanWasting »
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