[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.

Corax

Error related to the Razor Rain event, any workaround?


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.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

Marduk

Found a bug with hand smelter making copper alloy when ordered to smelt tin alloy, fixed that if anyone is interested.
Though i wonder why can't i install a hook hand, the definition looks right, yet the recipe doesn't show up in the operations bar, even though peg leg and other full limb operations do show up. Any idea what's up with that?

Corax

Quote from: Marduk on August 21, 2016, 03:36:37 PM
Found a bug with hand smelter making copper alloy when ordered to smelt tin alloy, fixed that if anyone is interested.
Though i wonder why can't i install a hook hand, the definition looks right, yet the recipe doesn't show up in the operations bar, even though peg leg and other full limb operations do show up. Any idea what's up with that?

I noticed that too but i have no idea what's the problem.



I love this mod pack but is a shame that there are so many bugs  :'( :'( but with so many mods and rimworld that isnt very mod-frienldy it's almost unavoidable!

x3nit

Is it possible to create a game and actually get other factions raid and not having this kind of bug all the time ?

https://postimg.org/image/9nhqmwq83/

Widi

I can't research "Convectional power I" and "Renewable power I", both of them need Reasearch Bench which need 700W power.

Marduk

Quote from: Widi on August 21, 2016, 04:30:40 PM
I can't research "Convectional power I" and "Renewable power I", both of them need Reasearch Bench which need 700W power.

Then either you or i have an older of newer version without that problem. The research bench does not need power in mine, only hi tech research bench does. Tried downloading the current version?
Quote from: Corax on August 21, 2016, 03:46:10 PM

I noticed that too but i have no idea what's the problem.

Did some more testing, it seems that the problem applies to all implants that do not exist in vanilla.

Widi

Quote from: Marduk on August 21, 2016, 05:00:37 PM
Quote from: Widi on August 21, 2016, 04:30:40 PM
I can't research "Convectional power I" and "Renewable power I", both of them need Reasearch Bench which need 700W power.

Then either you or i have an older of newer version without that problem. The research bench does not need power in mine, only hi tech research bench does. Tried downloading the current version?
Quote from: Corax on August 21, 2016, 03:46:10 PM

I noticed that too but i have no idea what's the problem.

Did some more testing, it seems that the problem applies to all implants that do not exist in vanilla.

I download modpack today from GitHub.

Marduk

Then you have a different version than i do. I've downloaded the megaupload one from first post. Try this one.

Also, to everyone who wants to fix non vanilla implants\prothestics not showing up in operation list
Here's a probably dirty fix i've figured out.
This seemed to me like some mod later in order overwriting the Core_SK version of ThingDefs_Races with a vanilla or similar one, hence the non vanilla implant operations not being in the game.
What i've done is to copy Core_SK\Defs\ThingDefs_Races to RW_MedicalInfo\Defs, just because it's late in the load order. Restart game, missing implantations are properly showing up and working now.

Mr.Marha

Solar panels dont work. It provides 1W. It looks like when it builds it starts casting shadow on itself preventing from power generation. Its basically dark as if it was in shadow.

Zakhad

Anyone having problems with Misc incidents with people lost on a ruins of event, go over and manually update to Misc. Incidents - V0.14.6 I've been bug reporting with Haplo and we're able to fix as far as I could tell, as my people were able to come back.as you'll see over on his forums.

Patitodo

Quote from: zoranjoza on August 21, 2016, 01:02:19 PM
How do u acess to this option tab?


I think that is a part of EdB Interface Mod, as the squads are, wich is discontinued... I also miss both options :(

noidea

How do I disable ammo management? The tedious micro makes it unplayable.

Zakhad

Quote from: noidea on August 22, 2016, 03:40:31 AM
How do I disable ammo management? The tedious micro makes it unplayable.

It's combat realism thats doing it, are you using loadouts btw? (Assign tab) that gets rid a lot of the tedium as they can automatically pick up the right amount of ammo

noidea

Quote from: Zakhad on August 22, 2016, 04:02:49 AM
It's combat realism thats doing it
Yeah, I know it and dislike it very much. I think I played with a version of it or with another mod where at least energy weapons didn't need ammo. I can live with that by getting a cheap energy pistol at the start for hunting purposes while depending on turrets until I can properly arm my colonists. But heck, even turrets seem to need ammo in this mod.
Quote from: Zakhad on August 22, 2016, 04:02:49 AM
are you using loadouts btw? (Assign tab) that gets rid a lot of the tedium as they can automatically pick up the right amount of ammo
No, I'm not. I can't craft proper ammo yet, neither will be able to do for a long time and have absolutely no desire to bother with it. Even spawning ammo using the debug menu for the gazillion types of guns is bothersome, not to mentiong storing and keeping track of them.
Call me casual, but I absolutely despise mindless micro.  ;D

Corax

anyone understood whats theproblem with saturated soil? im playing in an extreme desert and it is almost impossible to survive without it!