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hardcore-sk's Introduction

Rimworld Hardcore SK v.1.4

Logo

  • Discord: https://discord.gg/FMPRSKr (Validated Account Required)
  • Website/Forum: https://hardcore-sk.ru If you encounter problems try typing the url in directly or into a google search and access the website that way - (if the url doesn't work.) alternatively look in the discord for pinned messages for the launcher download.

First, I would like to thank the artists and developers of all the mods used in Hardcore SK.

Rimworld is about telling a story - about overcoming difficulties which your colonists will encounter on a mostly-untamed planet. The more variety of challenges they face, the more interesting your story will be, and this is what makes Rimworld worth playing again and again.

The idea for this project came to me after playing with mod packs. I discovered that although there are many great mods out there, game balance becomes messy and there are often bugs and incompatabilities when they're all played together. Hardcore SK offers a carefully curated list of mods which are optimized, balanced and maintained by myself and a team of modders, in additional to an abundance of original content which we continuously create.

The focus of Hardcore SK is to add a growing complexity to gameplay while immersing the player deep in the story. What awaits you is an improved and elaborate production chain, over 100 technologies to research, new events and challenges to face, impressive new foods, wardrobe and arsenal, enhanced AI features, quality of life options, and virtually everything retextured. As soon as you make landfall, you'll understand immediately that this is no longer just modded Rimworld - this is Hardcore SK. The campfire welcomes you.

This project has language support for English, Russian, and partial support for Spanish and Korean. Chinese translation available via separate mods: Core & Everything else.

DOWNLOADING

Project launcher (Windows only)

Features

  • Update HSK (Hardcore SK) in just a few clicks!
  • Built-in proxy if github is unavailable.
  • Optional ModsConfig update if needed.
  • Launch game via Steam or from custom location.
  • Ability to check for new updates at startup.
  • Install HSK from archive (if you need some specific version).

Requirements

  • Launch Rimworld once to generate necessary folders and configuration files.
  • .Net 6 Desktop Runtime (installed by windows Update Center starting with Windows 10).

It will ask for the RimWorld executable location.

For Windows users:

  • Steam usually stores it in C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin64.exe

Manual installation

Master: - The stable version/branch of the project usually a version behind the latest Rimworld. Currently for version 1.4.

Development: - The work-in-progress version which contains the latest content for the latest version of rimworld, but is more likely to contain bugs. Already for latest version 1.4.

  1. Install either the development branch for version 1.4 Development or master for 1.4 Stable.

  2. Go to the folder you installed the game in and delete all mods inside your Rimworld\Mods\ folder.

  3. Open up the downloaded Hardcore SK .zip file. Extract everything in the Hardcore-SK-master\Mods\ OR Hardcore-SK-Development\Mods\ OR Hardcore-SK-Alpha\Mods\ folder into your empty Rimworlds\Mods\ folder.

  4. Go to the RimWorld config folder and delete all the files that exist in that folder. Copy "ModsConfig.xml", which is at the root of the archive modpack.

For Windows users:

  • C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
  • Or windows button + R -> the Run dialog will appear and then type %APPDATA%\..\LocalLow -> this will open the appdata folder

For Linux users: /home/your user name/.config/unity3d/Ludeon Studios/RimWorld/Config

For Mac users: /Users/your user name/Library/Application Support/RimWorld/Config

  1. Check mods at the title screen - turn on optional mods or disable ones you don't want. Switch Language if needed. Play!

  2. Have fun 😀

RimWorld ReShade Guide

ReShade is often thought to be for games in 3D space, such as PUBG and Skyrim. However, ReShade is versatile enough to work with Rimworld and can have stunning results.

Learn more: https://imgur.com/a/DrYqGaY

Looking for even more content?

These are some extensive and unique mods which are not derivative of others and are specifically designed to work alongside HSK:

The HSK community also manages a list of mods which can be found on our Discord channel:

Other mods which are not included in this project are not recommended.

Credits

A big thank you to the Patreons! (https://www.patreon.com/skyarkhangel, in no particular order.)

Szara Kryik, Sonsalt, Makzilla, Schio, GuiltyHollow, ErdTod, Sol, Tie, Zachary F, Fsempri, Andrey, Dudok22, Hoouin K, PuffTheMagicDragon, PatchDotExe, Cawi, XLegionX007, НечтоХрустящее, Kristijan, sKeptr, White Sonja, Esterior, Igor Barbarossa, Kiko20, Ky6000, NiciusB, plenumolog, томαѕz, Dan Rowan, dissolvedz, Erilaz, Fsempri, GuardianDll, Kage No Ryuu, Titan399, zaartix, Zag, Нея, CADUCTO, JailBot, Dibbura, donnie, ignorer, korovyev, NiciusB, Nightray, Vuursteen and Егор Х!

SK Team

  • Lead developers - Skyarkhangel, TheLoneTec
  • Coordinators - Zakhad, Sidfu, Dzeniba, A.Ziemens(Duotian)
  • Discord moderators - Ziemens, MightyGooga, GG, Szara Kryik, Ashardalon, Xx-Nelson-xX, AndreiAvinov (Kiri), GuardianDll, Pacas
  • Artists - Cattleya (https://www.patreon.com/cattleya), Vile Heathen
  • Coders - Jeremy(PirateBY), TGC, Void, Dusty Breeches, Glucocorticoid, qwerty19106, AndreiAvinov (Kiri), MasakiTenchi
  • XML modders - Sidfu, ArpoMo6, GuardianDll, Spaniard829, Vile Heathen, Pacas, Xx-Nelson-xX

Special thanks to

SpoonShortage, Mrofa, Fluffy, Zhentar, Brrainz, Dubwise, Erdelf, Greeny, Hunt3rKill3r, Lambert2191, Vuursteen, Tuvia, Dunkhan, jnkyacc, Jalordon, Varmonger, funs777, olizit, Quelling, pongvin, lex1975, evgeny-k, Moon, Leiarr, Voker57, Pardonius, Sonsalt, Rhyssia, Adenia, Abhay (artwork), ApelAirplane (artwork), SomethingCrunchy (dev), NotFood (dev), Murdantiks, Adenia, Soyaman, Tombomcbombo

Thanks to translators Rey, Ivanzyfer, FaHT1k, mora145, totobrother, Desert Rain

And to anyone else we might have missed!

LICENSE

The content of all individual mods is licensed under their respective licenses.

hardcore-sk's People

Contributors

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hardcore-sk's Issues

Linking chairs/tool cabinets to workbenches: Needs limits/category.

Currently the stool, armchair and luxury armchair are enabled to be linked up with workbenches. There are 2 issues with this. Tool cabinets are a similar issue with linking up to workbenches.

Issue 1: All 3 chairs can be linked to the same workbench. You can not link 2 of the same chair type to a single workbench, as there is a limit of 1. You can link a stool, armchair and luxury armchair to the same workbench. It needs some kind of a category limitation to only allow 1 of any of the chair choices at once. So if a stool is linked, all other chairs will not link up to that workbench.

Issue 2: All 3 chairs can link to any number of nearby workbenches. There is nothing to prevent 1 stool from boosting 10 different workbenches by being linked up. Kind of defeats the purpose in making additional stools if one can give a 10% workspeed boost to any number of workbenches without actually being sat on. It needs some kind of additional limitation to force it to link to 1 workbench only.

Tool cabinets to increase workspeed are the same way. So if the chair behavior can be fixed, the patch can be applied to tool cabinets to fix them too.

chairlinking

Growing zone behavior: minimum 100% fertility

The way that the growing zone currently works is that you can only place it on soil that has a minimum of 100% fertility. This renders poor soil, dusty soil and marginal soil unable to be in a growing zone (30%, 40% and 70% fertility). Some crops that can go in growing zones can be planted in soil as low as 5% fertility, which is why the 100% fertility requirement to be a growing zone is conflicting.

I'm not sure how to fix the minimum behavior on growing zone, and the other alternative fix would be to adjust all of the values on plants/soils so that 5%/30%=100% as the new minimum, so that these soils can be used for simple things like flowers. The maximum fertility on tilled soil could then go from 200% to 300% to compensate for the change, possibly.

I'm not sure how you want to handle this.

Mod components do not always drop at start

I had to rewrite this issue, I thought at first it was due to the crashlanding mod but that appears not to be the case.

Version 22 March github

Sometimes the components that are added to drop at the start of the game by the mod (ingots, electronic components, mechanisms, spare parts) do not drop, rendering the mod unplayable.

Reproduction:

  1. Install the mod
  2. Create a new world and start a new colony
  3. Quit to the main menu
  4. Start a new colony

Workaround restarting the game before starting a new colony prevents the bug

melee weapon and fire

i dont know if you can fix it, but when equip whit any melee weapon (pickaxe to longsword) if there a fire and they are in firefight the colon will freeze in standing mode and do nothing till fire is out.

Sulphates/Sulfur=same item, different sources?

Are the sulphates/sulfates produced from the oil refinery supposed to be the same item as sulfur produced from the ammo crafting table? One being produced from crude oil, the other from iron ore. Or should they be two, separate and distinct items with different uses? I'm not sure what the intent was with them, which makes defining a bit difficult.

Бесконечные попытки заправить топливом "выключенные" станции и, как следствие, зависание персонажей..

Проблема:
Сканер работ спамит поселенцев бесконечной выдачей работы на заправку топливом выключенную электростанцию. Каким-то образом движок игры считает Выключена, - значит недоступна, но продолжает выдавать наряды. Как следствие, после срабатывания защиты в ограничение 10 работ, заставляет персонажа зависать в состоянии Wait.

Подробнее:
Объекты, наследующие классы CompProperties_Refuelable, CompProperties_Flickable, сталкиваются с некоторым багом в коде Рима. Признаться, сам до конца не разобрался, но ниже попытаюсь немного объяснить.

Выше указанные классы, грубо говоря, добавляют объектам 4 состояния:

  1. Есть топливо, Включено;
  2. Есть топливо, Выключено;
  3. Нет топлива, Включено;
  4. Нет топлива, Выключено.

Первые три работают исправно, но 4ое работает не как должно.
Пока на данный момент, такие объекты в моде это Электростанции, т.е. наследующие класс CompProperties_Power.

При сканировании доступных работ, движок игры, исполняя проверочную функцию CanRefuel класса WorkGiver_Refuel, судя по всему, не проводит проверку на состояние объекта <switchOn>false</switchOn> установленный классом CompProperties_Flickable. К тому же, последний дополнительно использует внутреннюю систему сигналов (таких как FlickedOn, FlickedOff, wantSwitchOn) для своей реализации, что дополнительно расшатывает крышу)

Функция класса WorkGiver_Refuel:

    private bool CanRefuel(Pawn pawn, Thing t, bool mustBeAutoRefuelable)
        {
            CompRefuelable compRefuelable = t.TryGetComp<CompRefuelable>();
            if (compRefuelable == null || compRefuelable.IsFull)
            {
                return false;
            }
            if (mustBeAutoRefuelable && !compRefuelable.ShouldAutoRefuelNow)
            {
                return false;
            }
            if (t.IsForbidden(pawn) || !pawn.CanReserveAndReach(t, PathEndMode.Touch, pawn.NormalMaxDanger(), 1))
            {
                return false;
            }
            if (this.FindBestFuel(pawn, t) == null)
            {
                ThingFilter fuelFilter = t.TryGetComp<CompRefuelable>().Props.fuelFilter;
                JobFailReason.Is("NoFuelToRefuel".Translate(new object[]
                {
                    fuelFilter.Summary
                }));
                return false;
            }
            return true;
        }

ILSpy is the open-source .NET assembly browser and decompiler

Как обойти:
@skyarkhangel, я понимаю для чего выбрали CompProperties_Flickable, жаль, но не работает.
Кстати, как мне кажется Хоппер был придуман как костыль, для того чтобы обойти это.
В общем, решений несколько:
Или писать DLLку-патч, инкапсулировать функуию CanRefuel (но, честно, хз как это отразится на остальном) и она ли корень проблемы и одна ли вообще;
или, пока Тайнан снизойдет, использовать костыль. Вместо CompProperties_Flickable использовать CompProperties_Forbiddable. Но есть подводные камни -> В CompProperties_Refuelable нельзя использовать <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>, точнее не работает (ресурсы вообще не потребляются). Иными словами, не использовать ресурсы при выключенной электростанции не получится, да и графически вместо выключателя - крестик, но хотя бы остальное работает и более удобно, чем искать и маркировать ресурсы. Кстати и более менее объяснимо, например, забавно пытаться выключать дрова или уголь, а вот для остановки подачи следующей партии топлива в самый раз. К тому же, для ограничения подачи электричества уже есть рубильник-выключатель. Единственный минус, это графическое отображение состояния - крестик вместо выключателя.

Пока все "забагованные" объекты сосредоточены в файле
Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Power_SK.xml

С уважением.

Fish meat is not shown in the statistics screen

The picture below describes the issue.

fishignored

P.S. The issue could be with this line in class HistoryAutoRecorderWorker_RawFood

if (keyValuePair.Key.IsNutritionSource && (keyValuePair.Key.ingestible.isMeat && keyValuePair.Key.ingestible.preferability == FoodPreferability.Raw))
          num += (float) keyValuePair.Value;

Is fish meat internally not a meat?:)

bug in Atchisson Assault AA-12

something is wrong with Atchisson Assault AA-12: description or range:

    <ThingDef ParentName="BaseGun">
        <defName>RF_Gun_AAtwelve</defName>
        <label>Atchisson Assault AA-12</label>
        <description>An automatic shotgun with almost no recoil. Burstfires, moderately accurate just under rifle range, and has high damage output.</description>
                <range>16</range>

under rifle range and 16 range is incompatible. earlier rifles has 38 range

Not killed during GiveInjuriesToKill +NullReferenceException

When you first embark to a map, if a Centipede or Terminatrix is hidden in a room the debug log gets spammed with System.NullReferenceException. Attempting to damage or kill either entity provokes another error: They refuse to die given injuries to kill them. Additionally, Terminatrix is immune to the kill command and damage commands. She could not die at all. I was only able to destroy her using the bomb command around 100 times. She kept flashing a white sphere around her. Picture attached shows errors. Debug log continued to be spammed by the null error after death.
mecherrors

Edb Prepare Carefully - Missing Listed Skills

When you use the Prepare Carefully option for Edb Prepare Carefully, the listed skills doesn't match the normal embark skills - Fishing and Managing are missing from the list. Picture attached shows.
edb prepare carefully embark

Ballistic shield bugged when wear it

xception drawing Huber: System.NullReferenceException: Object reference not set to an instance of an object

at SK_BShield.Apparel_BallisticShield.DrawWornExtras () [0x00000] in :0

at Verse.PawnRenderer.RenderPawnInternal (Vector3 loc, Quaternion quat, Boolean renderBody, Rot4 bodyFacing, Rot4 headFacing, RotDrawMode bodyDrawType) [0x00000] in :0

at Verse.PawnRenderer.RenderPawnInternal (Vector3 loc, Quaternion quat, Boolean renderBody, RotDrawMode draw) [0x00000] in :0

at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in :0

at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in :0

at Verse.Thing.Draw () [0x00000] in :0

at Verse.ThingWithComps.Draw () [0x00000] in :0

at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in :0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

feature: add categories for leather

e.g.

  • Insulation_Cold|Insulation_Heat|ArmorRating_Blunt|ImmunityGainSpeedFactor|etc
    • low (<100%)
    • standard (=100%)
    • high (>100%)

it will be usable for TableLoom and for stockpiles

it can be implemented via tags or via comparing correspondent values in run-time

No events, eternal rainstorm.

Release 65d9d6d. In my current colony all events stopped happening and there is an eternal heavy rainstorm going on. Before the silence very little happened as well - only one raid in 7 months. At first I thought it is just RR making things randomly quiet, but I switched to Cassandra and it's pretty much same thing. Challenge difficulty.

I also get a constant spam in debug log about planting seeds. I don't know if this is related.
http://i.imgur.com/Vx9wbcg.png

AI Chip nerf

Since 2.5-17 AI Chip has been nerfed greatly: instead of +35% bonuses to consciousness/manipulation/moving/talking it is only meager ~4-8%.

At the same time brain stimulator gives very competitive bonuses to consciousness/moving/manipulation (+7-8%), but is available much earlier.

Am I missing anything? If not I suggest to restore AI Chip to its former glory.

Bug: Tailor's Loom unfinished item not completeable, changes material type.

I was making a clawed boots at a Tailor's Loom and queued up Make Clawed Boots x2 w/ the Raptor Leather material. The first boot came out fine, but the second one was called "Unfinished Nitinol Clawed Leather Boot". It got to 0 work left, but wouldn't complete. I disessembled it and got raptor leather back. People on the forums are reporting the same issue with tailoring (random wrong materials, not finishable).

Mobile Mineral Scanner/Deposits

With mineral and oil deposits getting textures and being visible from the map start like geothermal geysers, does this mean that the mobile mineral scanner is now only useful for scanning mountains (like it originally was)?
If this is the intention then I'll adjust definitions accordingly. People didn't really seem to like being forced to scan to find hidden deposits.

However, there could be a "best of both worlds" with this. Have some deposits visible from the start and some hidden, findable by the scanner. That way people can have a place to get some extra ores to start, but will be required to invest in scanners to find extra ones later. Retains usefulness of the mobile mineral scanner while also making the game friendly to the user's understanding.

Ammo

Colonists aren't picking up ammo (dev branch).

Prisoner events breaking

Reposting a forum comment here so it won't get buried. Link shows error messages.
User "Lude" wrote:

I also have a bug to report

http://pastebin.com/tGmnLUvm

It's basically prisoners trying to kill each other/go berserk, it throws a few thousand exceptions until it hangs and memory leaks (about 0.3 megabyte per second, oh wait that's probably just the log)
force recruiting/killing the culprit just makes the next best prisoner try to find an excuse to go berserk and hang the game (at first I thought it was an incident, since very few incidents/races cause a short hang before starting)

if a prisoner has a shield and goes berserk, tries to attack anything, it crashes on my end

Bug: *Person* has turned into an abomination. Person off screen.

I'm getting infrequent announcements that somebody has become an abomination. The popup will show the location as being on the bottom left of the map (0,0,0). Are people turning into abominations while still in their capsules? Are raiders being turned in to abominations after they've left? Not sure what is causing this.

I will note that an abomination has correctly turned after I captured a person who fell out of a drop pod.

feature: Improve mending building

nowadays it is pain to search required item in mending building so it should be improved.

inherit SK_Mending.ITab_Mending_Building from StorageSearch.ITab_Storage_Enhanced or just use StorageSearch.ITab_Storage_Enhanced.
as a result StorageSearch and load/save store features will be added and 'items' tab will work similar to one in NanoScanner building

Bug: Trader not reachable via comms console

After two years of game time I finally got my comms console going (phew!) but the first trader ship that passed over was not available for trade. When right clicking the comms console, the ship is not available in the list.

Trader has no money, retrade=crash

This one happens when you do a trade with a trader (was using the passing ship one) and in the transaction you take all of the trader's money. Immediately after the trade, re-trade with the same trader without unpausing the game and you'll encounter this error.
tradernomoney

Проблема с SK.Building_PL

Наружные лампы <defName>OutdoorGroundLamp</defName> и <defName>Lighting_PathLamp</defName>, объявленные в Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Furniture_SK.xml, не работают.
Накопление и расход энергии в норме, но, предполагаю, что наследуемый <CompGlower> не получает сигналы PowerTurnedOff или PowerTurnedOn, тем самым визуально не изменяют своего состояния и "горят" постоянно, как днем, так и без энергии.

Reading Table Bug

Yesterday I had put down a reading table, a journal table, and a (normal) bookshelf. I not sure which table is the problem .. yet.

Error reports I received:
http://imgur.com/a/7lLbd

It looks like some portion of the dll. is involved.

I have not looked more into it but when I do I will update this.

Another thing, probably XML issue, the pawns eat on top of the journal table.

Xenon Ion Turbine not working

The Xenon Ion Turbine doesn't seem to do anything. It gets placed on a steam geyser, the display box says that the Xenon Ion Turbine is working but it does not produce power.

I'm not sure how to fix it.
xenonionturbine

Trading not working

Trading no longer gives the player items. The items given to the trader are subtracted but neither silver nor items are obtainable from the trader. The trade screen does not close, and clicking the accept button repeatedly subtracts the same items again from the player each time.

I am playing with a development version from 03.04.16 (9a3fe35) so i this is the result of some work in progress changes I completely understand. I am reporting this in case this was an unintended side effect of something that would otherwise not be noticed.

In the attached log the relevant error message appears to be "Exception filling window for RimWorld.Dialog_Trade: System.Reflection.TargetParameterCountException: parameters do not match signature" which starts at line 1267 (triggered by loading save with a trader on the map)

Only tested with the tent traders, not with the orbital trader.

output_log.txt

Raids are always from Insectoid Hive

In my current experimental game, I'm noticing raids are always from insectoid hives. When I spawn a raid with developer tools, insectoid hive. When I edit my savegame faction relation settings to make all 5 insectoid factions from hostile true to false, different factions show up for raid (always raiders/sparta).

Allow tool missing description

Allow tool in the orders menu is missing a description, possibly the related file for it as I can't find where it would be located. Picture shows.
allowtool

Feature: improve seed description to tell what kind of soil the use

At the moment, it is not intuitive which kind of soil is needed for a specific plant. Research screen is not helpful either. It would be a great improvement if the seed description were to include the type of soil it needs. For example:

Peach Seeds can be sown in soil to grow Peach Trees, which produces Peaches.

changed to:

Peach Seeds can be sown in rich soil to grow Peach Trees, which produces Peaches.

Tech Tree Typo: Advanced Bionics

Advanced bionics has prerequisites of:
Medicine IV
Bionics
Crafting IV
Crafting VI

The Crafting IV obviously included in both Crafting VI, and Bionics and thus unnecessary. Perhaps another tech was meant here?

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