Quote from: PhxCan on February 27, 2017, 10:00:58 AMHave you tried deleting the core in the mod file and have your steam account "Verify Integrity of Game Files" on Rimworld?
If anyone wonders, I deleted the whole thing and reinstalled. It did the same thing after playing for several hours. The same log, same error.
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#1
Releases / Re: [A16] [MODPACK] Hardcore SK global project v5: Jewel
February 27, 2017, 02:04:30 PM #2
Outdated / Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
February 24, 2017, 01:12:20 AMQuote from: Telefonmast on February 23, 2017, 05:34:47 PMOne Vision, One Purpose! The Technology of Peace!
Red Alert is not really planned to be worked on at all, I meant by the "whole C&C universe" the whole Tiberium era universe.
And we actually have a lot of faction related art already that will be seperated in a faction mod part.
It may be a little far from now, but in the future once the Forgotten faction is created, perhaps it'd be a great idea to allow some of the infected colonists some small chance to become a mutant instead of dying outright.
Edit: Actually, now that the mod already sets up existing technology for tiberium, perhaps some implants can be researched and crafted to achieve something similar to the Divination process of Nod on colonists? Making them immune to the crystals effects or even heal faster by being near the tiberium fields.
#3
Releases / Re: [A16] [MODPACK] Hardcore SK global project v5: Jewel
February 23, 2017, 05:39:16 PM
Will the team be adding the newest naval turret from Turret Collection mods? I really want to use that triple barrel bad-assery but at the same time can't let go of HCSK.
Also, my favorite rifle has to be Tavor TAR-21, but I believe that's not the name of the rifle (M41A Pulse Rifle) that the Colonial Marines in Aliens use, unless we're talking about a different marine corps here. Or does this line more or less belongs in the Combat Realism section of the forum?
Also, my favorite rifle has to be Tavor TAR-21, but I believe that's not the name of the rifle (M41A Pulse Rifle) that the Colonial Marines in Aliens use, unless we're talking about a different marine corps here. Or does this line more or less belongs in the Combat Realism section of the forum?
#4
Outdated / Re: [A16] TiberiumRim v1.2 - It Comes From Space - Steam Release Available Now
February 23, 2017, 05:27:35 PM
Incoming Transmission, Establishing Battlefield control, standby, mission complete. Eva's voice gets stuck in my head soon as I see the existence of this mod.
@Telefonmast, I read on the mod page that you and your team plan to "add the whole C&C universe to our beloved RimWorld". Does this include Red Alert? And what are you planning to do next after the inclusion of Tiberium? Since this game doesn't have vehicles or mounts yet, will you consider doing turrets and equipments of the C&C universe?
@Telefonmast, I read on the mod page that you and your team plan to "add the whole C&C universe to our beloved RimWorld". Does this include Red Alert? And what are you planning to do next after the inclusion of Tiberium? Since this game doesn't have vehicles or mounts yet, will you consider doing turrets and equipments of the C&C universe?
#5
Releases / Re: [A16] [MODPACK] Hardcore SK global project v5: Jewel
February 22, 2017, 03:56:10 PMQuote from: Canute on February 21, 2017, 01:56:36 PM
High-tech research bench don't count as regular research bench.
Research project which just need research bench don't get researched when you just got the high tech one.
Some fast repeating error, System.NullReferenceException: Object reference not set to an instance of an object.
https://gist.github.com/1f9888830f4e6b974dd78d7a8004a48a
Edit: *sigh* finaly got oil-refinery and mending bench and now nothing works anymore.
The game repause all the time, i need to press space or a number so it going tickwise forward. And spamming errors.
Time to start a new colony.
It happened to my save about 2 colonies ago. It's most likely caused by saving while a projectile is in motion before it explodes (mortar, missile, howitzer, mammoth, and etc). The work-around is not to save during a firefight, no matter how much you'd like to.
As for the constant pausing and unpausing, you can open the dev console, on the top, click on the right-most button with a P sign to stop the game from pausing whenever an error is detected.
#6
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
February 12, 2017, 08:56:26 PM
I noticed a huge fps drop after some explosion event (Not sure when). The log here is stated as such:
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
screenshot: http://imgur.com/i9c2gpU
It appears to be stuck in an infinite loop. I'm thinking it's because I either updated some portion of the game mid play and somehow it ended up with a missing reference. After some googling, it could also be some combat realism related ExplosionManager event thing. Will I have to restart a new game? Or is there a fix somehow?
Edit: a similar issue was opened on github https://github.com/skyarkhangel/Hardcore-SK/issues/614
Also, Wild Rose, Hypericum, and Mint are edible to colonists somehow, I believe these should be limited as crafting materials. Perhaps make them only edible to animals similar to Hay instead.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
screenshot: http://imgur.com/i9c2gpU
It appears to be stuck in an infinite loop. I'm thinking it's because I either updated some portion of the game mid play and somehow it ended up with a missing reference. After some googling, it could also be some combat realism related ExplosionManager event thing. Will I have to restart a new game? Or is there a fix somehow?
Edit: a similar issue was opened on github https://github.com/skyarkhangel/Hardcore-SK/issues/614
Also, Wild Rose, Hypericum, and Mint are edible to colonists somehow, I believe these should be limited as crafting materials. Perhaps make them only edible to animals similar to Hay instead.
#7
General Discussion / Re: Should Ludeon release Alpha 17 as refinements, or wait for new content too?
February 09, 2017, 06:08:08 PM
Whatever the decisions, just wanna let yall know some of us appreciates the in-depth discussions that occurred here. A dev team that communicates with and listens to its player base is a successful one.
#8
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
February 07, 2017, 07:36:05 PM
The storyteller update
#9
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
February 07, 2017, 04:46:51 AM
To add to discussion regarding the terminators, do they still disappear after sending them out on a caravan or attempting to load them on transport pods?
#10
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
February 02, 2017, 03:59:39 AM
Anyone knows if the Zombie Apocalypse is compatible with Hardcore SK?
Wild Rose, Hypericum, and Mint can only be planted in Hydroponic basins (The good ones, too, not the 3x3 cheap one) and not on tilled soils.
Quote from: Owlchemist on February 01, 2017, 01:35:37 PMI'll give that a try, thx.
Iirc, it used to be impassable but this caused raids to be entirely one-sided... or something akin to balance problems.
Try looking up the mod "Path Avoid" on the steam workshop. It'll let you specify where you don't want pawns to walk. I like to use it for a few other things like, like for example making it so they quit walking over my bar counter in the dining hall, and to encourage them to quit cutting corners on the paved pathways and collecting dirt
Quote from: Kenji on January 24, 2017, 10:16:25 PMIn case anyone's still looking for an answer but can't find it anywhere else:
... are the "Wild Rose" ingrediants for the advanced medicine harvested from just any "Rose" and "White Rose" plant once they mature? Or is there actually another plant that's somehow named something else? I have the seeds, but I don't know which rose it is on the menu.
Wild Rose, Hypericum, and Mint can only be planted in Hydroponic basins (The good ones, too, not the 3x3 cheap one) and not on tilled soils.
#11
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 31, 2017, 01:03:13 AM
Is there a way to make the embrasures not passable? Something about my pawns walking right through the fortifications after a firefight just bugs me.
#12
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 24, 2017, 10:16:25 PM
Great, now I can just copy and paste the latest updates. Everything's in order now, thanks again.
One last silly question: are the "Wild Rose" ingrediants for the advanced medicine harvested from just any "Rose" and "White Rose" plant once they mature? Or is there actually another plant that's somehow named something else? I have the seeds, but I don't know which rose it is on the menu.
One last silly question: are the "Wild Rose" ingrediants for the advanced medicine harvested from just any "Rose" and "White Rose" plant once they mature? Or is there actually another plant that's somehow named something else? I have the seeds, but I don't know which rose it is on the menu.
#13
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 24, 2017, 09:16:35 PMQuote from: notfood on January 24, 2017, 08:08:13 PMThanks!Quote from: Kenji on January 24, 2017, 06:56:07 PM
- Is there anyway for me to update the Hardcore SK mod from 1 week ago to the current build without breaking my save?
- Are some of the farming plants not working for someone? I have both the seeds and the research as well as tilled soils/hydrobasins and when they are set to grow said plants the workers just doesn't sow. The none-working ones are: Devilstrand, Onion Plant, Strawberry, Hypericum, Grape Vines, Tea, Apple Tree, Coffee,
Check the soil, they have a minimun requirement. Aside from that, there is no other check.
This week there hasn't been any save breaking changes I believe. My save has survived fine. Just in case, save the Mods folder somwhere else, update and test.
Is there a patch/hotfix note somewhere for the changes? A link would be much appreciated. I just wanted to make sure I'm not missing out on some small but crucial fixes. Like the Neutro Flower Petals not being able to be stored or used to extract seeds. (edit: Actually, I see it as a note next to the github updates along with the last updated date)
#14
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 24, 2017, 06:56:07 PM
Hi, long post incoming
TL;DR:
- Is there anyway for me to update the Hardcore SK mod from 1 week ago to the current build without breaking my save?
- Are some of the farming plants not working for someone? I have both the seeds and the research as well as tilled soils/hydrobasins and when they are set to grow said plants the workers just doesn't sow. The none-working ones are: Devilstrand, Onion Plant, Strawberry, Hypericum, Grape Vines, Tea, Apple Tree, Coffee,
- Could the above be caused by some of my extra mods such as: Mad Rabbits of Caerbannog, A World Without Hat, Hand me that Brick, Quality Builder, Miniaturisation (All after the Hardcore SK stuffs)
- Are some of the exotic scenarios working for anyone? Darkness Comes and Nuclear Fallout weren't able to generate the maps for me for some odd reason even without the extra mods
Actual message before TLDR:
I noticed the build is being updated regularly, and that's great news! But so far it's been a week (the mod is from 1/17/2017) since I last updated and I don't really want to restart a colony that's already at maximized research on an arctic world (Took a long time to setup my own greenhouse and muffalo farm)
I backed up my save files as well as the older build of the mod. With the new, updated mods installed (deleted everything and reinstalled the mod), it refuses to load the save file, sadly. I was wondering if there is any possible way to update the mod without losing the progress and having to start all over again. Or if any of the following stuffs have been updated and debugged (if existed at all) since then.
Here is my mod list:
Core
All Hard Core SK stuffs except (Darkness +SK patch)
Mad Rabbits of Caerbannog
A World Without Hat
Hand me that Brick
Quality Builder
Miniaturisation
Scenario is Hildegarde Epic (Rough), on a very cold and low rainfall climate planet.
I am uncertain if the extra mods were the cause of some plants not being able to be planted and the Neutro Flower isn't being counted towards the resource, but I have noticed some of the following plants not being planted by my workers even when I have everything researched and obtained the seeds for them as well as the workers having high enough growing skills:
Devilstrand, Onion Plant, Strawberry, Hypericum, Grape Vines, Tea, etc... There's some of them I can't plant and I went through a lot to obtain all the seeds as well as the research upgrades just to make sure.
Some I can't see the menu at all: Wild Roses (Not the regular rose, but the Wild Rose used for advanced medicine and require seeds), Hypericum, Neutro Flower (Can't process these into seeds or put them in storage)
But before I drone on I just wanted to confirm if all these might be a compatibility issue.
Also, the Darkness and Nuclear fallout scenarios weren't working for me (Not getting past the generate map phase), is there something I should have done in order to play these scenarios? Or are they working now since 1 week of development has past?
Thanks in advance for whatever answer there may be!
Edited some incomplete sentences
TL;DR:
- Is there anyway for me to update the Hardcore SK mod from 1 week ago to the current build without breaking my save?
- Are some of the farming plants not working for someone? I have both the seeds and the research as well as tilled soils/hydrobasins and when they are set to grow said plants the workers just doesn't sow. The none-working ones are: Devilstrand, Onion Plant, Strawberry, Hypericum, Grape Vines, Tea, Apple Tree, Coffee,
- Could the above be caused by some of my extra mods such as: Mad Rabbits of Caerbannog, A World Without Hat, Hand me that Brick, Quality Builder, Miniaturisation (All after the Hardcore SK stuffs)
- Are some of the exotic scenarios working for anyone? Darkness Comes and Nuclear Fallout weren't able to generate the maps for me for some odd reason even without the extra mods
Actual message before TLDR:
I noticed the build is being updated regularly, and that's great news! But so far it's been a week (the mod is from 1/17/2017) since I last updated and I don't really want to restart a colony that's already at maximized research on an arctic world (Took a long time to setup my own greenhouse and muffalo farm)
I backed up my save files as well as the older build of the mod. With the new, updated mods installed (deleted everything and reinstalled the mod), it refuses to load the save file, sadly. I was wondering if there is any possible way to update the mod without losing the progress and having to start all over again. Or if any of the following stuffs have been updated and debugged (if existed at all) since then.
Here is my mod list:
Core
All Hard Core SK stuffs except (Darkness +SK patch)
Mad Rabbits of Caerbannog
A World Without Hat
Hand me that Brick
Quality Builder
Miniaturisation
Scenario is Hildegarde Epic (Rough), on a very cold and low rainfall climate planet.
I am uncertain if the extra mods were the cause of some plants not being able to be planted and the Neutro Flower isn't being counted towards the resource, but I have noticed some of the following plants not being planted by my workers even when I have everything researched and obtained the seeds for them as well as the workers having high enough growing skills:
Devilstrand, Onion Plant, Strawberry, Hypericum, Grape Vines, Tea, etc... There's some of them I can't plant and I went through a lot to obtain all the seeds as well as the research upgrades just to make sure.
Some I can't see the menu at all: Wild Roses (Not the regular rose, but the Wild Rose used for advanced medicine and require seeds), Hypericum, Neutro Flower (Can't process these into seeds or put them in storage)
But before I drone on I just wanted to confirm if all these might be a compatibility issue.
Also, the Darkness and Nuclear fallout scenarios weren't working for me (Not getting past the generate map phase), is there something I should have done in order to play these scenarios? Or are they working now since 1 week of development has past?
Thanks in advance for whatever answer there may be!
Edited some incomplete sentences
#15
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 16, 2017, 09:27:02 AMQuote from: notfood on January 15, 2017, 10:57:49 AM
Just add them, they are compatible.
I use these additional mods in my pack:
Crate
Caerbannog
AWorldWithoutHat
QualityBuilder
MarvsClearTheStockpiles
MarvsPleaseHaulPerishables
OmniLocator
Miniaturisation
CrashLanding
In what mod order do you place these, after all the Hardcore SK mods or only after HugsLib? And do you think I should generate a new colony if any of these were added during a playthrough?
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